Map Maker Beta ...

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Stridor
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RE: Map Maker Beta ...

Post by Stridor »

ORIGINAL: RyanCrierie

Is there a way to increase the heightmap feature from 64x64 to 128x128 or 256x256 to allow for a higher resolution elevation map?

I can use MICRODEM to generate greyscale elevation maps of any point in the world using Shuttle data with 90m between datapoints...

And it seems a pity to waste that by downscaling to 64x64

Yes I could make it an arbitary figure but 129x129 would require 4 times the video power a 65x65 map would need.

To be clear 64x64 points across a 1000x1000m map = ground resoultion of 15.625 meters between data points which is already much higher than most real world elevation maps.
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Stridor
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RE: Map Maker Beta ...

Post by Stridor »

ORIGINAL: benpark

I'm getting 11 second build times on 400 trees. Pretty impressive piece of software.

One question- if I would like to have the terrain elevations quite small, is there a problem with not using the eyedropper to set the highest and lowest points? I've noticed that the default is to place water in the lowest elevations if I set something as "lowest".


Ben,

You can make your map as flat as you like. Water gets filled in if the lowest map point is less than 0 meters. So if you want to have a flat map above water level ensure that both M_Ht1 and M_Ht0 are above sea level (eg 0 meters)
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Stridor
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RE: Map Maker Beta ...

Post by Stridor »

ORIGINAL: Mad Russian

What is an ActiveX Plugin and how do you install one? That error message seems to have me stopped from moving forward. Or maybe it doesn't and I'm doing other things wrong.

MR

MR you already have it installed.

The "Error Message" you refer too is Norton security attempting to block the program from accessing the registry. There is no error in the program. What you need to do is select the option which allows norton to let the program (script) continue to run. Note if you *do* make the change to the registry as the program suggests then you won't be bothered by that security warning again.

Just for clarification, the script adjusts the default IE script instruction limit to 50,000,000 up from the default 5,000,000 so as to allow this very calculation intensive program to run without bugging you every 10 seconds about it running slow! It does nothing more than that.

Regards

S.
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RyanCrierie
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RE: Map Maker Beta ...

Post by RyanCrierie »

To be clear 64x64 points across a 1000x1000m map = ground resoultion of 15.625 meters between data points which is already much higher than most real world elevation maps.

Ah, thanks. Heh. Nevermind then.

Now the only real problem with map making is the absurdly slow mouse/map movement speed in PZK's scene editor [:@]
rickier65
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RE: Map Maker Beta ...

Post by rickier65 »

ORIGINAL: Stridor

Ben,

You can make your map as flat as you like. Water gets filled in if the lowest map point is less than 0 meters. So if you want to have a flat map above water level ensure that both M_Ht1 and M_Ht0 are above sea level (eg 0 meters)


I've been experimenting with the map point elevation markers. I THOUGHT I was having the same experience Rob was having . ie, once you set the Mp1 elev, you couldn't change the grayscale scale value - in fact I was sure of it. But I've just spent about 15 mintues making 7 different maps and in betweeen, hcking the all four parameters to my hearts content. Not sure what was going on earlier, but It's working fine for me now.

the four items I've been experimenitng with are the foru in picture below. Just changing the two eleve, allow you to control the map relief, from mountains to flat prairie.

Now time to move on the the masks and textures -

But from my perspective, you dont' really need a confirm button - it's pretty easy to change back.

And the wheel button to change transparency is great! pretty neat to fade the AI mpa in and out while you check your height map - and being able to see the water on the AI map really helps as well.

Rick


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benpark
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RE: Map Maker Beta ...

Post by benpark »

I can't seem to get trees to appear in the medium forested areas, no matter what values I put in. The screen below shows the values I have set in the map maker:

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benpark
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RE: Map Maker Beta ...

Post by benpark »

In the scene editor:

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Stridor
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RE: Map Maker Beta ...

Post by Stridor »

ORIGINAL: RyanCrierie

Now the only real problem with map making is the absurdly slow mouse/map movement speed in PZK's scene editor [:@]

Yep that is something for Kevin + Erik to sort out [;)]

I will continue to try and improve the map maker so you only need to spend the barest minimum time in the scene editor!

Regards

S.
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Stridor
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RE: Map Maker Beta ...

Post by Stridor »

Ben,

Nice map!

What are the exact colors you are using to define each forest area? They need to be defined as per the PCK color guide.

Judging by your values you posted with a "medium forest" tree denisty of 6000 trees / square km of defined forest, the computer is calculating it will only place on average 18 trees. This tells me that the area of "medium forest" the program has detected is only 18/6000 = 0.003 sqKm = 0.3% of the map area is "medium" forested.

Just a thought.

Regards

S.
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Stridor
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RE: Map Maker Beta ...

Post by Stridor »

I also notice that you have some "brush" areas defined. At the moment there are no brush models, however SAF_Biffa is working on them so I hope to introduce them shortly in a map maker update. That map of yours really does look very interesting Ben, can't wait to play on it!
benpark
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RE: Map Maker Beta ...

Post by benpark »

The darker green areas are from the "woods" selection (0,64,0). I was using the color swatches that Erik had put up a while back. I'll recheck the color value in Photoshop.

The map is from Google Earth, just in front of Seelowe, Germany. I've added to it a bit since I started to give some more cover and buildings.
"Fear is a darkroom where the devil develops his negatives" Gary Busey
benpark
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RE: Map Maker Beta ...

Post by benpark »

I have it sorted, the forest was off by one point-be careful to not use the eyedropper to select, do the numerical color input manually!

Back to texturing the map from the other thread- there must be some naming method so that the program knows to put the "road" texture over the black line I have drawn on the map. Should the naming convention that is on the file itself dictate what is put into the map maker?

Also, you said they will be edited by "drawing on them in white" in the other thread. (Post edited a bit now that I've seen the file structure in the map folder I just made)- I see the files now that I can draw on. They are 1024x1024, but the map size is 1000x1000. Do you just resize the map file to fit the textures(or vice versa)to make a layer?

It's too bad there isn't a system to draw them out by hand, since the underlying data is there already. Things could get a bit more creative.

Thanks a MILLION. This certainly has gotten easier.
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RyanCrierie
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RE: Map Maker Beta ...

Post by RyanCrierie »

I will continue to try and improve the map maker so you only need to spend the barest minimum time in the scene editor!

Wait; is it possible to have it auto place buildings in the RED areas? [&:]
benpark
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RE: Map Maker Beta ...

Post by benpark »

I might have a bug- I have been getting blank screens several times in the scene editor. Through a process of elimination, I'm pretty sure it's the use of the "tree4" that's doing it. To repro, just place a slew of 'em on a map, and see if it loads in the scene editor. It may be all of the Winterstorm trees, it's just that the "tree4" is the one I have tried so far.
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RyanCrierie
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RE: Map Maker Beta ...

Post by RyanCrierie »

First map made by his method in the game! Wheee!

This is near Komsolets State Farm at Prokorovoka near Kursk...

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Stridor
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RE: Map Maker Beta ...

Post by Stridor »

ORIGINAL: benpark

I have it sorted, the forest was off by one point-be careful to not use the eyedropper to select, do the numerical color input manually!

Yes I thought that was the case [:D]

Back to texturing the map from the other thread- there must be some naming method so that the program knows to put the "road" texture over the black line I have drawn on the map. Should the naming convention that is on the file itself dictate what is put into the map maker?

Also, you said they will be edited by "drawing on them in white" in the other thread. Is this in the scene editor, or do we make masks ourselves in Photoshop, then compile them another way?

Ok this is how the maps work in PCK and the map maker

1. You need a heightmap which is a 65x65 256 gray scale bitmap. This is used to generate the terrain mesh in MM.
2. You need an AI map which is a 1000x1000 24 bit color bitmap. This is used by the AI to determine where things are and the MM uses it to see where forest, fields and structures are and where to place them.
3. You need a texture which is tiled (drawn) on the base terrain mesh. In the MM this is called the "terrain" layer and you can pick any texture you like from the list (this defaults to grass like Ryan's last SS above, more textures will be added in time or you can add your own). This texture gets painted over your whole terrain. If you left it like that it would look rather flat and boring.
4. You can now add more ground textures in layers as you like. For this you need 2 things. The first is a texture and the second is a mask. The mask tells the program how the texture should be applied to the layer directly underneath. Note: these have nothing to do with the AI map!

Example

Base terrain texture is set to grass in the MM.
I add a new layer and call it "roads" and associate a road texture to it in the MM.
I add a new layer and call it "fields" and associate a field texture to it in the MM.

Build the map.

Now in the map directory you will see all the map files but also two mask files called

roads.png and fields.png.

Open the road.png up in photoshop. You will notice is is mostly transparent except for the words "Placeholder 'Mask.png'" written in large white letters. This is to remind you to delete this text and start drawing your roads on.

What I do at this stage is to load up the AImap I was using into photoshop as well, scale it to them same size as the masks (which are 1024x1024 not 1000x1000) and then use that as a background layer to "trace" my road onto the road.png mask layer. Use a white brush. You can alter the opacity of the brush if you like to alter the ulimate texture draw density (so you can achieve cool blending effects). Save your road.png (without the AI background). It will be mostly transparent still but have white pixels where your road will go.

Now when you load up your map in scenedit you will notice that your road will now be correctly drawn onto your map. If you used the AI map to trace over it, the road should line up with AI road.

Now do the same with the field.png file but this time draw the fields.

Rinse and repeat for all mask layers.

Congratulations you have completed your map!

Thanks a MILLION. This certainly has gotten easier.

Pleasure! I am just glad people are starting to get the hang of it.
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Stridor
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RE: Map Maker Beta ...

Post by Stridor »

ORIGINAL: RyanCrierie
I will continue to try and improve the map maker so you only need to spend the barest minimum time in the scene editor!

Wait; is it possible to have it auto place buildings in the RED areas? [&:]

It will be in the future for now no.

The next release hopefully will have some heightmap smoothing functions and also allow you to auto place foxholes (+ hopefully support brushes as well - thanks SAF_Biffa).

Provided you supply mods to the system in a standard way which I will document, the MM will pick up those mods and you can then use them (so stuff like destroyed vehicles, dead men, new tree designs, new structures, etc is possible)

Probably a more distant release will support an urban generation module.

I probably can't remove the need to go into scenedit alltogether, but the idea is to reduce your time spent in there from weeks to perhaps minutes.

Because the map creation times are so speedy now, you can effectively churn out huge numbers of different maps very quickly now by simply changing the input driving values and the regenerating.
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Stridor
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RE: Map Maker Beta ...

Post by Stridor »

ORIGINAL: benpark

I might have a bug- I have been getting blank screens several times in the scene editor. Through a process of elimination, I'm pretty sure it's the use of the "tree4" that's doing it. To repro, just place a slew of 'em on a map, and see if it loads in the scene editor. It may be all of the Winterstorm trees, it's just that the "tree4" is the one I have tried so far.

That is possible. There were many non standard formated texture and tree references in the orginal code. I may have caught one by accident. So I will check tree4 when I get home. I think it will be a minor problem. Thanks for catching it Ben.
benpark
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RE: Map Maker Beta ...

Post by benpark »

Hmmm...I tried making a mask for the fields, and it's not showing up in scene edit. Do each of these items need to be called something specific for the program to recognize what we want it to be? Ferinstance, can I call the "grass" "field", and will it place that as my terrain base? If there are specific names, are they listed somewhere?

"Fear is a darkroom where the devil develops his negatives" Gary Busey
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Stridor
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RE: Map Maker Beta ...

Post by Stridor »

ORIGINAL: benpark

Hmmm...I tried making a mask for the fields, and it's not showing up in scene edit. Do each of these items need to be called something specific for the program to recognize what we want it to be? Ferinstance, can I call the "grass" "field", and will it place that as my terrain base? If there are specific names, are they listed somewhere?


Ben have a look in the map directory for your map.

There will be loads of files but the ones you are looking for are the png files of which there should be at least 2

1. foundation.png (leave this)
2. "The name you typed into the texture box".png

any other textures you defined in the texture box will also appear in the map folder as well.

For example lets assume you added a new texture called "road"

Then in the map directory you will see a file called road.png

Edit this file to paint your roads and then save, your road will then appear in scenedit.
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