Upload Map with own created content

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Upload Map with own created content

Postby Deep_ » 31 Jul 2013, 23:16

Hello everyone!
I made a Map, including custom created Pops/textures/Decals/Particleeffects and i would like to upload this map to the FAF Map Vault. So i need to know...
How do i set up my content for the upload?
What is the maximum size this upload could be?

Thanks in advance for any answers.
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Re: Upload Map with own created content

Postby AwarE » 01 Aug 2013, 16:18

I'm sure there is info on GPGnet forums about adding custom content to a map.
From what I remember you just put your custom created Pops/textures/Decals/Particleeffects files in the main folder.

I guess you have tried doing that already?

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Re: Upload Map with own created content

Postby Deep_ » 01 Aug 2013, 18:52

Hi AwarE.
What i tried is to put all my files in one folder and name it accordantly to the map. While uploading nothing seems to happen at first, but after a minute or so an error occured saying:
"A TCP Connection Error has occurred
The remote host closed the connection."
Followed by:
"The lobby lost the connestion to the FAF server.
You might still be able to chat to play, try reconnecting a little later!"
So i got kicked out off FAF. I tried it a couple of times. Allways with the same resulte.
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Re: Upload Map with own created content

Postby AwarE » 03 Aug 2013, 05:46

Could you list the files that you need to include with your map here?
Full file names and size.

Krapougnak gave this advice in GpGnet Forum....
To use custom textures with SupCom Map Editor you have to first make a .scd file with them that you will put in gamedata folder for the editor to recognize them and be able to use them.

If you release the map on FAF vault and for other players to be able to play it you will have to include the custom textures files you used in the map folder, hoping they are not too heavy.

Long time ago I [Krapougnak] did a map with custom textures it is called Canyon SC2 you can have a look at it is in the vault.
Seems he used 10 texture xxx.dds files with total size of 11Mb ...the map was 3.2Mb. So it does make your map much bigger to download. 14Mb.

He also gave a link for more info:

http://supcom.wikia.com/wiki/Height-_/_Texturemaps_with_image_editing_tools

roj
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Re: Upload Map with own created content

Postby Krapougnak » 04 Aug 2013, 09:20

Hi,

these are my findings so far :

With SupCom official map editor :
- you have to do a .scd file with your new textures respecting the file format in sup com (ie: the folder order, "layers" etc...) and put it into your gamedata folder in the sup com folder (for the editor to use it) and also in the SCFA gamedata folder for the game to use your new textures. I don't know if FAF accepts uploading files for gamedata folder though.

With HaphardX map editor :
- when starting new map you can select custom textures for each layer of your map. Put new textures simply in the folder of the map (as in my map CanyonSC2). You can then save the map. If you want to use the official map editor put the also the new textures in a new folder called textures inside sup com folder (so they appear also inside the editor and start building your map. You can also simply do it with HaphardX of course.

Haven't tried with custom props or decals but I suppose it goes more or less the same.

PS: my map CanyonSC2 is so heavy to download as it includes HD textures from SupCom2 I just wanted to try. So yes, including new textures inside your map folder makes it bigger to download depending on the number of new textures used but it won't be so heavy as my map (unless you decide to go with HD textures of course ;) ).

Hope it helps I did it out of memory so you may have to do a bit of exploring and trialand errors of your own.
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Re: Upload Map with own created content

Postby Ze_PilOt » 04 Aug 2013, 10:04

If you make the textures yourself and are okay to share them, and if there is enough demand, I can include them with FAF so nobody will have to do something special to use them.
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Re: Upload Map with own created content

Postby Deep_ » 04 Aug 2013, 21:17

AwarE wrote:Could you list the files that you need to include with your map here?
Full file names and size.

This should be the full list.
Spoiler: show
blue_lense_blinking_emit.bp 3KB
weather_snowseraphim_01_emit.bp 5KB
weather_snowseraphim_02_emit.bp 5KB
weather_snowseraphim_03_emit.bp 3KB
Floe_Floe_albedo.dds 171KB
Floe_Floe_specteam.dds 1KB
Floe_lod0.scm 11KB
Floe_prop.bp 1KB
IceDebris_albedo.dds 1KB
IceDebris_lod0.scm 28KB
IceDebris_normalsTS.dd 342KB
IceDebris_prop.bp 1KB
IceDebris_specteam.dds 1KB
Probe_albedo.dds 171KB
Probe_lod0.scm 52KB
Probe_lod0_debug.txt 54KB
Probe_prop.bp 1KB
Probe_script.lua 1KB
Probe_specteam.dds 86KB
Rock_albedo.dds 683KB
Rock_debug.txt 44KB
Rock_lod0.scm 44KB
Rock_lod0_debug.txt 44KB
Rock_normalsTS.dds 1366KB
Rock_prop.bp 1KB
Rock_specteam.dds 342KB
Rock2_albedo.dds 683KB
Rock2_lod0.scm 42KB
Rock2_normalsTS.dds 1366KB
Rock2_prop.bp 1KB
Rock2_specteam.dds 342KB
Rock3_albedo.dds 683KB
Rock3_lod0.scm 44KB
Rock3_lod0_debug.txt 44KB
Rock3_normalsTS.dds1. 366KB
Rock3_prop.bp 1KB
Rock3_specteam.dds 342KB
Rock3b_albedo.dds 683KB
Rock3b_lod0.scm 44KB
Rock3b_lod0_debug.txt 44KB
Rock3b_normalsTS.dds 1366KB
Rock3b_prop.bp 1KB
Rock3b_specteam.dds 342KB
Rock4b_albedo.dds 2734KB
Rock4b_lod0.scm 52KB
Rock4b_normalsTS.dds 1366KB
Rock4b_prop.bp 1KB
Rock4b_specteam.dds 342KB
Rock4bup_lod0.scm 52KB
Rock4bup_prop.bp 1KB
Rock5_albedo.dds 683KB
Rock5_lod0.scm 43KB
Rock5_normalsTS.dds 1366KB
Rock5_prop.bp 1KB
Rock5_specteam.dds 342KB
Rockb_albedo.dds 2731KB
Rockb_lod0.scm 44KB
Rockb_normalsTS.dds 1366KB
Rockb_prop.bp 1KB
Rockb_specteam.dds 342KB
Rockbup_lod0.scm 44KB
Rockbup_prop.bp 1KB
SnowSeraphim1_prop.bp 1KB
SnowSeraphim1_script.lua 1KB
SnowSeraphim2_prop.bp 1KB
SnowSeraphim2_script.lua 1KB
SnowSeraphimBigCloud_prop.bp 1KB
SnowSeraphimBigCloud_script.lua 1KB
Dunes_ddn.dds 683KB
Floe_Field7_normals.dds 683KB
Grey.dds 22KB
Ice2_Seraphim II_albedo.dds 1366KB
Rock2_Seraphim II_albedo.dds 1366KB
Rock3_Seraphim II_Normal.dds 683KB
Seraphim II_macrotexture_albedo.dds 342KB
Snow3_Seraphim II_Normal.dds 683KB
Tech_Seraphim II_Albedo.dds 1366KB
Tech_Seraphim II_Normal.dds 683KB
Crack_Normal_Decal.dds 342KB
Ice_Rocks_Decal_Normal.dds 342KB
Seraphim II_Canyon_Normal.dds 342KB
Seraphim II_Canyon2_Normal.dds 1366KB
Seraphim II_Cliff_Normal.dds 342KB
Seraphim II_Dunes_Normal.dds 1366KB
Seraphim II_MegaDecal_AmbShacowNormal.dds 5462KB
Seraphim II_Mountain4_Normal.dds 342KB
Seraphim II_Mountain5_Normal.dds 342KB
Seraphim II_Mountain6_Normal.dds 1366KB
Seraphim II_Mountain7_Normal.dds 1366KB
Seraphim II_Mountain8_Normal.dds 1366KB
Seraphim II_Mountain9_Normal.dds 1366KB
Seraphim II_Mountain10_Normal.dds 1366KB
Seraphim II_Mountain11_Normal.dds 1366KB
Seraphim II_Mountain12_Normal.dds 1366KB
Seraphim II_Mountain13_Normal.dds 1366KB
Seraphim II_Mountain14_Normal.dds 1366KB
Seraphim II_Mountain15_Normal.dds 1366KB
Seraphim II_Mountain16_Normal.dds 1366KB
Seraphim II_Mountain17_Normal.dds 1366KB
Seraphim II_Mountain18_Normal.dds 1366KB
Seraphim II_Mountain19_Normal.dds 1366KB
Seraphim II_Mountain20_Normal.dds 1366KB
Seraphim II_Mountain21_Normal.dds 1366KB
Seraphim II_Pebbles_normal.dds 342KB
Seraphim II_Snow_Decal_albedo.dds 342KB
Seraphim II_Snow_Decal2_albedo.dds 1366KB
Battle of Seraphim II.scmap 9209KB
battle of seraphim ii_save.lua 66KB
battle of seraphim ii_scenario.lua 2KB
battle of seraphim ii_script - Kopie.lua 1KB
battle of seraphim ii_script.lua 1KB
EnvCube_Seraphim II.dds 6145KB
Seraphim IIBackground3.dds 513KB
SkyCubeSeraphim IIAlpha.dds 6145KB
Cloud_Dust_Snow.dds 342KB
cloud_smoke_alpha_12_blur.dds 86KB
cloud_snow.dds 342KB
sparkle_blue_lense.dds 1366KB


AwarE wrote:Krapougnak gave this advice in GpGnet Forum....
To use custom textures with SupCom Map Editor you have to first make a .scd file with them that you will put in gamedata folder for the editor to recognize them and be able to use them.

Krapougnak wrote:With SupCom official map editor :
- you have to do a .scd file with your new textures respecting the file format in sup com (ie: the folder order, "layers" etc...) and put it into your gamedata folder in the sup com folder (for the editor to use it) and also in the SCFA gamedata folder for the game to use your new textures.
I don't know if FAF accepts uploading files for gamedata folder though.

Thank you for both of your replies but to clarify my situation, I only have problems uploading my map to FAF. The Map itself is finished and playable. I allready included all of my content into my Map (i use the offical Editor). I didn't need to pack these files as a scd format though.
I just created the respective folders with the right path inside the Supreme Commander root folder to make the Editor able to find and read them.

Ze_PilOt wrote:If you make the textures yourself and are okay to share them, and if there is enough demand, I can include them with FAF so nobody will have to do something special to use them.

Hello Ze_PilOt. Yes all used textures and meshes are done by myself and sure i would like to share my stuff. I uploaded my map for you and anybody who wants to test it. Simply extract the rar into your SupCom,FA or FAF root folder.
https://mega.co.nz/#!NYwSkKaR!VKjQfQ7L6jFHUOZuiJQ5cFbIkmcJdH0jWlGzHKSv1wo

Also some pics:
Spoiler: show
Image
Image
Image
Image
Image
Last edited by Deep_ on 05 Aug 2013, 14:29, edited 1 time in total.
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Re: Upload Map with own created content

Postby Krapougnak » 05 Aug 2013, 08:37

Hi,

IMPRESSIVE new map, the new textures are very cool !

A few comments:
- the tree groups on slopes seat in mid air. Try this
If you have placed props on your map, and decide you want to adjust the heightmap, you might notice that the props sit at the previous height, and don't automatically snap to the new heightmap.

The easiest way to make every prop on your map fit the new heightmap is to select the PROP layer from your layers pallette, and box-select every prop you can easilly select (go close to the edge but not right over it)... then CTRL + T to select any remaining props that are on or close to the edge that you might have missed (this selects all other props across your map that are the same type as what you have selected).

Then simply delete them.
Freaky scarey if you put heaps on, I'm sure, but trust me.

Then hit CTRL + Z to undo.
They re-appear at the corrrect height.

if that doesn't work, simply use individual trees and the paint tool for props instead of tree groups (you will have to delete all misplaced tree groups first though :( ).

- Black matter appears on the ground when you set world borders on. My solution is to set the lowest ground of a map at 70 in the editor.

- an .scd file allows you to have all the files needed to play your map in a single file in the gamedata folder, but your method works also.

Good work ! :)
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Re: Upload Map with own created content

Postby FireMessiah » 05 Aug 2013, 09:04

looks stunning !!!
hope to see it in working order soon.
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Re: Upload Map with own created content

Postby Deep_ » 05 Aug 2013, 14:58

Krapougnak wrote:Hi,
IMPRESSIVE new map, the new textures are very cool !

A few comments:
- the tree groups on slopes seat in mid air. Try this
If you have placed props on your map, and decide you want to adjust the heightmap, you might notice that the props sit at the previous height, and don't automatically snap to the new heightmap.

The easiest way to make every prop on your map fit the new heightmap is to select the PROP layer from your layers pallette, and box-select every prop you can easilly select (go close to the edge but not right over it)... then CTRL + T to select any remaining props that are on or close to the edge that you might have missed (this selects all other props across your map that are the same type as what you have selected).

Then simply delete them.
Freaky scarey if you put heaps on, I'm sure, but trust me.

Then hit CTRL + Z to undo.
They re-appear at the corrrect height.

if that doesn't work, simply use individual trees and the paint tool for props instead of tree groups (you will have to delete all misplaced tree groups first though :( ).

Hello Krapougnak. Firstly thanks for your kind words. I actually know this littly trick and i used it while adding the vegetation but it seems i didn't really payed enough attention to it. The floating trees are indeed caused by using bigger groups of vegetation, so i ended up deleting and replacing them with individual trees. I uploaded the redone map and updated the link in my previous post.
Krapougnak wrote:- Black matter appears on the ground when you set world borders on. My solution is to set the lowest ground of a map at 70 in the editor.

Sadly the black borders wouldn't disappear even after lifting my terrain to a minimal height of 70. Also im not sure if i still have my final heightmap. I actually finished this map in april tried to upload it, failed on it and totally forgot about it until a couple of dayes ago.

FireMessiah wrote:looks stunning !!!
hope to see it in working order soon.

Thank you. I would really like to see this map on FAF.
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