Author Topic: Editor crashing  (Read 828 times)

Offline Voss

  • Silver Member
  • ****
  • Posts: 1261
      • http://www.bombardieraerospace.com
Editor crashing
« on: February 05, 2003, 11:31:45 AM »
I know you guys have seen this same post a thousand times, right?

I import a 512x512x256 color black and white height_field with a 5000ft. constraint and the editor crashes. Any suggestions?

Offline ramzey

  • Gold Member
  • *****
  • Posts: 3223
Editor crashing
« Reply #1 on: February 05, 2003, 11:45:41 AM »
indexed colours? or b/w mode?

Offline BenDover

  • Platinum Member
  • ******
  • Posts: 5803
Editor crashing
« Reply #2 on: February 05, 2003, 12:52:18 PM »
increase the res to 1024x1024?

Offline NUTTZ

  • Silver Member
  • ****
  • Posts: 1818
Editor crashing
« Reply #3 on: February 05, 2003, 05:31:33 PM »
Voss, the map you need to make the elevation has to be 1024x1024 greyscale.   the clipboard map needs to be 256 color or 8-bit.


NUTTZ

Offline Voss

  • Silver Member
  • ****
  • Posts: 1261
      • http://www.bombardieraerospace.com
Editor crashing
« Reply #4 on: February 06, 2003, 05:49:36 AM »
cc nuttz finally got it figured out. It's still slow as hell building terrain. Is there a faster way to assign a default tile pattern by elevation?

Offline NUTTZ

  • Silver Member
  • ****
  • Posts: 1818
Editor crashing
« Reply #5 on: February 06, 2003, 07:02:48 PM »
unfortunately No, I really don't know how it auto assigns tiles. I wish the editor had an auto feature that was programable with options. One suggestion would be like you could assign anything over ( user input ) XXXX in altitude use Snow, anything over ( user input) xxxx assign grass. The Biggest pain in the bellybutton is where water tile and land tile meet. I know people asked before to auto assign any tile that meets water with grass, But i use more than one land tile to transition with water, but even an auto assigned use random water to ( user input XXXX and XXXX tile) would help. probably would save me hundreds of hours per map.


NUTTZ


Quote
Originally posted by Voss
cc nuttz finally got it figured out. It's still slow as hell building terrain. Is there a faster way to assign a default tile pattern by elevation?

Offline BenDover

  • Platinum Member
  • ******
  • Posts: 5803
Editor crashing
« Reply #6 on: February 07, 2003, 01:56:35 AM »
How about this?

Be able to import a colour bmp where, for example:
water=blue
grass=a shade of green
grass/rock= some sort of green/brown
rock=brown
snow=white
farm=yellow


This should be able to be done by anyone who has paint, as that has the ability for you to pick the exact configuration in a RBG format

Offline pokie

  • Silver Member
  • ****
  • Posts: 841
      • http://s7.eastlink.ca/~tscott
Editor crashing
« Reply #7 on: February 14, 2003, 02:34:22 PM »
I never took the time until now to get a better feel for controlling the placement of Textures.

One of the thing I notice with the Bmp2Map program is that it only place 6 types of Textures
1  Water
2  Mixture of Grass, Farm and Forest ( Randomly selected )
3  Mixture of Grass, Farm, Forest and Grassy Rock ( Randomly selected )
4  Mixture of Grassy Rock and Rock ( Randomly selected )
5  Grassy Rock
6  Rock

You can't control individual Grass, Farm or Forest Textures.  

I'm still trying to see what can be done.

RGB settings of:

0, 0, 0  = Water Textures

1, 1, 1  to  76, 76, 76 = mixture of Grass, Farm and Forest Textures

77, 77, 77  to  204, 204, 204 = mixture of Grass, Farm, Forest and Grassy Rock Textures

205, 205, 205  to  228, 228, 228 = mixture of Grassy Rock and Rock Textures

229, 229, 229  to  254, 254, 254 = Grassy Rock Textures

255, 255, 255 = Rock Textures

So you could use to different .Bmp's.  One to set all the Elevations and another one to get most of the Texture tiles where you want them.

Pokie

Offline NUTTZ

  • Silver Member
  • ****
  • Posts: 1818
Editor crashing
« Reply #8 on: February 14, 2003, 06:15:14 PM »
good idea Pokie, and 0,0,0 would tile against 1,1,1?


NUTTZ

Offline BenDover

  • Platinum Member
  • ******
  • Posts: 5803
Editor crashing
« Reply #9 on: February 14, 2003, 11:56:07 PM »
Err.......Nuttz?


Quote
Originally posted by BenDover
How about this?

Be able to import a colour bmp where, for example:
water=blue
grass=a shade of green
grass/rock= some sort of green/brown
rock=brown
snow=white
farm=yellow


This should be able to be done by anyone who has paint, as that has the ability for you to pick the exact configuration in a RBG format

Offline NUTTZ

  • Silver Member
  • ****
  • Posts: 1818
Editor crashing
« Reply #10 on: February 15, 2003, 12:38:00 AM »
Bendover, the colour coding to tile is already done and working this way in another terrain editor, but i am still under NDA.


With only 6 tiles to choose from in AH, I think color coding rather than using greyscale numbers would just create MORE work than make it easier.

NUTTZ


Quote
Originally posted by BenDover
Err.......Nuttz?

Offline pokie

  • Silver Member
  • ****
  • Posts: 841
      • http://s7.eastlink.ca/~tscott
Editor crashing
« Reply #11 on: February 15, 2003, 01:12:20 PM »
Quote
Originally posted by NUTTZ
good idea Pokie, and 0,0,0 would tile against 1,1,1?


NUTTZ


I wasn't really coming up with any plan Nuttz ;)  I was just making a note on what the Bmp2map program is doing.  

The only plan ( thought ) was that if you used a copy of your BMP map of your terrain and eliminated the 256 colors ( 0,0,0 to 255,255,255 ) and only use 6 numbers ( 0 / 50 / 150 / 220 / 240  and 255 ), then you could help control the placement of some of the textures and then just make some minor changes while in the TE.

0, 0, 0 = Water Textures

1, 1, 1 to 76, 76, 76 = mixture of Grass, Farm and Forest Textures

77, 77, 77 to 204, 204, 204 = mixture of Grass, Farm, Forest and
Grassy Rock Textures

205, 205, 205 to 228, 228, 228 = mixture of Grassy Rock and
Rock Textures

229, 229, 229 to 254, 254, 254 = Grassy Rock Textures

255, 255, 255 = Rock Textures

If you have an area that is painted with a colour that is 200,200,200  ( 77, 77, 77 to 204, 204, 204 = mixture of Grass, Farm, Forest and Grassy Rock Textures ) you will get randon placements of Grass, Farm, Forest and Grassy Rock Textures.
If you use 240,240,240 ( 229, 229, 229 to 254, 254, 254 = Grassy Rock Textures ) you will only get Grassy Rock textures.

As for BenDovers Idea with using Colours I think it should be able to be done now, except you can't have any color that with give you just Grass, just Farm, just Forest or just Snow.

All you need is to figure out is what kind of colours will convert to grayscale colours ( numbers ).

I know what you use mean Nuttz about being able to control the placement of texture using the number code.  It certainly would help on the coastline.

P.S Nuttz what is NDA?
Quote
Bendover, the colour coding to tile is already done and working this way in another terrain editor, but i am still under NDA.


Pokie
« Last Edit: February 15, 2003, 01:15:39 PM by pokie »