Page 5 of 15
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 2:21 pm
by Erik Rutins
ORIGINAL: Stridor
Not only does your map look amazing, it also looks as though it would be a very interesting map to play on. Your finished version should go out with the next PCK patch (perhaps Erik could make a RBG template). From some angles (like looking down the village road and up the hill) it makes PCK look far better than I have ever seen it before! To think it is also realistic in both terrain elevation and texture!
I have to concur. That is really a great map and looks very interesting from a tactical standpoint. The improved terrain graphics and objects that have been part of this modder/map maker project have really helped bring the maps to a new level of realism.
With the progress that is happening with the map maker and the skills of map designers, I think it might make sense to put out a call for new maps (and scenarios) to include, especially for the RBG and RCG. With the existing system, as long as a map even has just a template, it can add right into the RCG/RBG content and immediately improve the game. We will also definitely be looking for some talented map makers for the next release, so practice up now and you will probably hear from us.
Do you have a specific 1945 scenario in mind for this or are you happier with making the maps while others figure out how best to use them?
Regards,
- Erik
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 3:01 pm
by RyanCrierie
Argh: Getting this in my map build process:

RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 3:10 pm
by benpark
Thanks for the kind words. None of this is possible without Stridor's work. He has really accomplished an amazing thing.
An RBG generator would be a good thing to have with the influx of maps we may see. Would this also allow their use in RCG?
One thing we might want to look into would be a way to separate "regions" in the RBG. This way, we could have something like "middle European" represent Germany/Czech/Hungary- and users won't get things like middle European looking structures. These maps could also have a date related to them- 1945 for campaign games.
Now I want to try to do something with a river/bridge. My overall goal was to map the area of Hungary I have traveled a few years ago that was also the route to Simontornya that part of "Operation Spring Awakening" took (the very last German offensive of the war). Lots of mud, dug in guns and town fighting.
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 3:15 pm
by benpark
Erik, the map was intended for a Soviet assault on a dug in (ad hoc group) German defense.
If I can figure out how to cut platoons down to one single tank/gun, I'll post a scenario up today.
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 3:36 pm
by benpark
Stridor, one more for the possible wish list (if not already in):
It may be good to have the program keep an original of the "terrainmap.bmp" as imported by GE, and not processed. This could be a useful reference. I sometimes wonder if I am looking at tree line or a road once the MM has processed the image into a usable PzC template. It also means that GE doesn't have to be open in the background.
Even though we are trying to replicate something from the 1940's, roads and rail lines can still be accurate to the time period, so it's good to have the info readily at hand.
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 4:11 pm
by Mraah
ORIGINAL: benpark
Stridor, one more for the possible wish list (if not already in):
It may be good to have the program keep an original of the "terrainmap.bmp" as imported by GE, and not processed. This could be a useful reference. I sometimes wonder if I am looking at tree line or a road once the MM has processed the image into a usable PzC template. It also means that GE doesn't have to be open in the background.
Even though we are trying to replicate something from the 1940's, roads and rail lines can still be accurate to the time period, so it's good to have the info readily at hand.
Benpark,
For an original image for the terrainmap I recommend taking a screenshot of MM and then paste it into photoshop ... then (if size is ok) create a new layer over the MM redux terrain using the original image .... Heck, you might as well use the screenshot as the ai map like I did for Singling last year.
Would be nice to have MM do this for ya anyway ... good idea ben.
Rob
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 5:10 pm
by benpark
Are bridges autocoded somehow? I've placed two on a map, and I'm not seeing any AI coding. I didn't see an option for "bridge" in the drop down.
If not, this is one thing that is very tough to hand code, given the overlying water model.
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 5:31 pm
by rickier65
ORIGINAL: benpark
Are bridges autocoded somehow? I've placed two on a map, and I'm not seeing any AI coding. I didn't see an option for "bridge" in the drop down.
If not, this is one thing that is very tough to hand code, given the overlying water model.
Not sure what you mean? Did you set it to Has Height? Its a check box in the Structures section below building type?
Rick
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 5:31 pm
by Stridor
ORIGINAL: benpark
Stridor, one more for the possible wish list (if not already in):
It may be good to have the program keep an original of the "terrainmap.bmp" as imported by GE, and not processed. This could be a useful reference. I sometimes wonder if I am looking at tree line or a road once the MM has processed the image into a usable PzC template. It also means that GE doesn't have to be open in the background.
Even though we are trying to replicate something from the 1940's, roads and rail lines can still be accurate to the time period, so it's good to have the info readily at hand.
Ben,
Press the "Return to last imported map location" button.
Also whilst it doesn't get copied to the map dir during a build, the file DEMS\Terrainmap.bmp is exactly what you are looking for [;)]
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 5:33 pm
by Stridor
ORIGINAL: benpark
Are bridges autocoded somehow? I've placed two on a map, and I'm not seeing any AI coding. I didn't see an option for "bridge" in the drop down.
If not, this is one thing that is very tough to hand code, given the overlying water model.
I think I see what you are getting at.
Will have to think on this.
Regards
S.
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 5:39 pm
by Stridor
ORIGINAL: RyanCrierie
Argh: Getting this in my map build process:
Ryan can you tell me exactly what you did to get this?
I would need to get you an unecrypted build to know where in the code this is bombing out otherwise
Also I note you have set your "Factory" to normalize and XYZ facing ????? These wouldn't be "natural" settings for a fixed placed building. N = normalize to terrain which means that your factory will "tilt" if the terrain is not level. XYZ = variable yaw, pitch and roll. Did you want that for your factory?
Another thing, you can't have spaces in map names. I will need to code a veryify check for the next build. Try rebuilding your map with no spaces. This is a PCK thing not a MM thing.
EDIT: I beg your pardon you can have spaces in map names (just not in mod names)
Regards
S.
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 5:46 pm
by Stridor
Actually bridges are a very special case:
They can be coded as dirt road or paved road, but unlike other objects they need an "outline" of obstruction "red" (note only in the long axis however!) to prevent units from falling off the bridge into the water below!
If I do program for it then all bridges will need to be longer than they are wider for these algorithms to work. Is this likely to be a problem.
What depth do you think I should set DEEP WATER at? I figure shallow water means that a man and vehicle can ford at a cost, but deep water is not crossable. So what should it be? 2M, 3M ???????
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 5:47 pm
by Stridor
ORIGINAL: Erik Rutins
We will also definitely be looking for some talented map makers for the next release, so practice up now and you will probably hear from us.
Do you have a specific 1945 scenario in mind for this or are you happier with making the maps while others figure out how best to use them?
Regards,
- Erik
Ben,
Sounds like you have just been tapped on the shoulder [;)]
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 6:45 pm
by RyanCrierie
I think it has to do with something called:
"The number of unique terrain map colors > 32!"
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 7:09 pm
by Stridor
ORIGINAL: RyanCrierie
I think it has to do with something called:
"The number of unique terrain map colors > 32!"
Yeah I am going to have to fix this. For now make sure that the MM is a window on top and nothing is obscuring it during the map loading process.
If you get that error you really need to reload your map, you can't proceed to build it (it won't work as you have discovered)
Regards
S.
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 7:16 pm
by Mraah
ORIGINAL: Stridor
Ben,
Press the "Return to last imported map location" button.
Also whilst it doesn't get copied to the map dir during a build, the file DEMS\Terrainmap.bmp is exactly what you are looking for [;)]
Stridor,
What settings can you recommend we use for post processing that would actually use the terrainmap.bmp ... in other words, I want to use that image instead but without having to reload the bmp ... or is that not possible since we can reload it so why have mm do it?
Thanks,
Rob
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 8:11 pm
by Stridor
ORIGINAL: Mraah
ORIGINAL: Stridor
Ben,
Press the "Return to last imported map location" button.
Also whilst it doesn't get copied to the map dir during a build, the file DEMS\Terrainmap.bmp is exactly what you are looking for [;)]
Stridor,
What settings can you recommend we use for post processing that would actually use the terrainmap.bmp ... in other words, I want to use that image instead but without having to reload the bmp ... or is that not possible since we can reload it so why have mm do it?
Thanks,
Rob
Not sure I follow you, but if you clear the processing string in the dialog by pressing delete and then click enter then you get the raw terrainmap.bmp without any processing at all (in this case you would need to process it in an external program). What the post processing does is attempt to do what a human would do and group closely related colors into common blocks of color and allow you to specify how many colors you want. It works depending on how contrasty the original GM colors were. Works much better for rural areas, not so good for dense urban areas. If it could correctly interpret all the GM maps then I would be employed by NASA/Google on a bitchin' salary and not dinking away on MM [X(]
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 9:17 pm
by RyanCrierie
How do I turn off the grid? I don't want it on my maps [:@]
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 9:26 pm
by benpark
I just got the more than 32 color error. I looked at my map.bmp, and this is what I saw:
I inadvertently selected a few items in the autogen fields at 2000 or so. This can make for a long process!
RE: Download Map Maker 0.9x
Posted: Sun Jan 11, 2009 10:40 pm
by Stridor
Special note about > 32 colors.
How MM works is to take a snapshot of the screen when it reads in the terrainmap.
It does this very quickly. If a window is on top of the MM window when this screen shot gets taken then you can get that error even if your map has < 32 colors. When the status message says ("Scanning and Classifying Map areas ...") then it is safe to bring up another window to do something else.
Unfortunately what can happen occasionally is that when you browse for a map and click load, the browse window goes and your mouse if left hovering over a control which has a tool-tip which pops up over the map as MM is trying to read it. This can also cause the > 32 error! [:@]
I will look into solving these issues with a future build.
Ben, You will please please to know that I have bridges correctly autocoloring in now (including their obstruction barriers!)
More to follow.
Regards
S.