Forged Alliance Forever Forged Alliance Forever Forums 2014-01-19T15:05:45+02:00 /feed.php?f=42&t=6361 2014-01-19T15:05:45+02:00 2014-01-19T15:05:45+02:00 /viewtopic.php?t=6361&p=62665#p62665 <![CDATA[Re: Engine / Map improvements? (with pics)]]>
Combo wrote:
Actually you're wrong when you say it's the absolute lowest height rather than the range that is the problem. I just tested this and can see that introducing a high mountain/peak (RGB:256/256/256) on an otherwise working map introduces the black map bug.

So far as I can tell the problem is the range. Specifically the difference in height between the lowest and highest area shouldn't exceed more than approx. RGB:75/75/75 on the heightmap.


I fixed many maps for GW with the black area/black pane.
It only occures if "World Border" is on.

For some maps, you must only increase the loweser point (make the heightmap brighter).
Other maps you must reduce the range.

Some maps also work with a very high range ...
I have no idea, but maybe some intern values, like the inital Elev, Water Elev, Deep Elev, Abyss Elev impact on this.

Most of the custom maps have also a strange order of property in the sceneario file.
official order:
Code:
version = 3
ScenarioInfo = {
    name = 'dragon_beach',
    description = '',
    type = 'skirmish',
    starts = true,
    preview = '',
    size = {512, 512},
    map = '/maps/dragon_beach/dragon_beach.scmap',
    save = '/maps/dragon_beach/dragon_beach_save.lua',
    script = '/maps/dragon_beach/dragon_beach_script.lua',
    norushradius = 0.000000,
    norushoffsetX_ARMY_1 = 0.000000,
    norushoffsetY_ARMY_1 = 0.000000,
    norushoffsetX_ARMY_2 = 0.000000,
    norushoffsetY_ARMY_2 = 0.000000,
    norushoffsetX_ARMY_3 = 0.000000,
    norushoffsetY_ARMY_3 = 0.000000,
    norushoffsetX_ARMY_4 = 0.000000,
    norushoffsetY_ARMY_4 = 0.000000,
    norushoffsetX_ARMY_5 = 0.000000,
    norushoffsetY_ARMY_5 = 0.000000,
    norushoffsetX_ARMY_6 = 0.000000,
    norushoffsetY_ARMY_6 = 0.000000,
    norushoffsetX_ARMY_7 = 0.000000,
    norushoffsetY_ARMY_7 = 0.000000,
    norushoffsetX_ARMY_8 = 0.000000,
    norushoffsetY_ARMY_8 = 0.000000,
    Configurations = {
        ['standard'] = {
            teams = {
                { name = 'FFA', armies = {'ARMY_1','ARMY_2','ARMY_3','ARMY_4','ARMY_5','ARMY_6','ARMY_7','ARMY_8',} },
            },
            customprops = {
                ['ExtraArmies'] = STRING( 'ARMY_9 NEUTRAL_CIVILIAN' ),
            },
        },
    }}


Most of the maps in Vault:
Code:
version = 3
ScenarioInfo = {
  Configurations={
    standard={
      customprops={ ExtraArmies="ARMY_9 NEUTRAL_CIVILIAN" },
      teams={
        {
          armies={
            "ARMY_1",
            "ARMY_2",
            "ARMY_3",
            "ARMY_4",
            "ARMY_5",
            "ARMY_6",
            "ARMY_7",
            "ARMY_8"
          },
          name="FFA"
        }
      }
    }
  },
  description="",
  map="/maps/gap of rohan.v0001/gap of rohan.scmap",
  map_version=1,
  name="gap of rohan",
  norushoffsetX_ARMY_1=0,
  norushoffsetX_ARMY_2=0,
  norushoffsetX_ARMY_3=0,
  norushoffsetX_ARMY_4=0,
  norushoffsetX_ARMY_5=0,
  norushoffsetX_ARMY_6=0,
  norushoffsetX_ARMY_7=0,
  norushoffsetX_ARMY_8=0,
  norushoffsetY_ARMY_1=0,
  norushoffsetY_ARMY_2=0,
  norushoffsetY_ARMY_3=0,
  norushoffsetY_ARMY_4=0,
  norushoffsetY_ARMY_5=0,
  norushoffsetY_ARMY_6=0,
  norushoffsetY_ARMY_7=0,
  norushoffsetY_ARMY_8=0,
  norushradius=35,
  preview="",
  save="/maps/gap of rohan.v0001/gap of rohan_save.lua",
  script="/maps/gap of rohan.v0001/gap of rohan_script.lua",
  size={ 512, 512 },
  starts=true,
  type="skirmish"
}


What edtior did they use?

PS.: Source code is available for scmp loading:
http://www.hazardx.com/details.php?file=82

Statistics: Posted by Dragonfire — 19 Jan 2014, 15:05


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2014-01-19T14:32:58+02:00 2014-01-19T14:32:58+02:00 /viewtopic.php?t=6361&p=62659#p62659 <![CDATA[Re: Engine / Map improvements? (with pics)]]> Looking at your heightmap you seem to have imported an 8-bit heightmap, what you want to do is use a 16-bit heightmap (per here). I think you did the same thing wrong with the texture map and that's why it is such a low resolution. If you draw the textures in the official map editor itself, then it's much smoother.

Statistics: Posted by johnie102 — 19 Jan 2014, 14:32


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2014-01-19T12:08:50+02:00 2014-01-19T12:08:50+02:00 /viewtopic.php?t=6361&p=62632#p62632 <![CDATA[Re: Engine / Map improvements? (with pics)]]>
So far as I can tell the problem is the range. Specifically the difference in height between the lowest and highest area shouldn't exceed more than approx. RGB:75/75/75 on the heightmap.

Statistics: Posted by Combo — 19 Jan 2014, 12:08


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2014-01-19T02:52:25+02:00 2014-01-19T02:52:25+02:00 /viewtopic.php?t=6361&p=62598#p62598 <![CDATA[Re: Engine / Map improvements? (with pics)]]>
The smoothing isn't bothering me it's the resolution. Look at the bottom 3 screenshots and tell me that 256x256 has done justice to those mountains.

Statistics: Posted by Combo — 19 Jan 2014, 02:52


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2014-01-19T02:48:47+02:00 2014-01-19T02:48:47+02:00 /viewtopic.php?t=6361&p=62597#p62597 <![CDATA[Re: Engine / Map improvements? (with pics)]]>
Combo wrote:
2. Can we increase the maximum height range for the maps? As you can see here the maps break (huge black area) when the height range in a map is too large.


Allow me to be perfectly clear: This occurs when the ground is too low. It is an absolute value and NOT relative to how high the highest point on the map is.

Statistics: Posted by FunkOff — 19 Jan 2014, 02:48


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2014-01-19T02:47:05+02:00 2014-01-19T02:47:05+02:00 /viewtopic.php?t=6361&p=62596#p62596 <![CDATA[Re: Engine / Map improvements? (with pics)]]>
B) You should be able to, quite easily, raise the entire map above the area where that black shit occurs. I'm quite certain, having mapped before, that the height limit is NOT a problem here.

C) There's nothing wrong with the map resolution. If you don't like the stair-step look, go to photoshop and use whatever tool it is that smooths out edges. It works really well. (Yes, photoshop can mess with height maps.)

Statistics: Posted by FunkOff — 19 Jan 2014, 02:47


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2014-01-19T02:26:55+02:00 2014-01-19T02:26:55+02:00 /viewtopic.php?t=6361&p=62594#p62594 <![CDATA[Engine / Map improvements? (with pics)]]>
1. The map editing tools are buggy and quite old. A guy called Hazard X coded a custom map editor back in 2006. I wonder if he is still around or if anyone in the community can try making a new one?

2. Can we increase the maximum height range for the maps? As you can see here the maps break (huge black area) when the height range in a map is too large.

Image

3. Is it possible to increase the maximum number of pixels in a custom texture file? I'm not sure if the current limit of 256x256 is set by the engine or by the map editors. Either way, it's really small and the detail can be quite disappointing. e.g.

Image
Image
Image

I think nothing could improve the visual appeal of this game more than a hack to allow high-resolution custom texture maps.

Statistics: Posted by Combo — 19 Jan 2014, 02:26


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