Aces High Bulletin Board

General Forums => Terrain Editor => Topic started by: Waffle on August 29, 2009, 10:40:26 AM

Title: New TE Bugs
Post by: Waffle on August 29, 2009, 10:40:26 AM
Thread to post bugs with the New Terrain Editor.

Please post:

The error / issue / crash

Steps you did to get error / issue / crash

Is it able to be duplicated

Video card / CPU type / Ram



Please limit this thread to bug reports only! Thanks


-Waffle


Title: Re: New TE Bugs
Post by: Waffle on August 29, 2009, 10:46:21 AM
CRASH BUG:

New map - no water changes - just blank
Import / Export of water to bitmap causes crash.
Noted no texsrc folder created in working terrain folder.
Also running on different drive other than C:

ATI x850
intel core 2 duo
3gb ram
Title: Re: New TE Bugs
Post by: Waffle on August 29, 2009, 11:04:11 AM
Make Map Issue:

When using make map function, if set to 4096 X 4096, no bitmap is created.

is dupulicatible on home machine.
Title: Re: New TE Bugs
Post by: mrmidi on August 30, 2009, 08:51:23 AM
Unknown File issue.

In the root directory of the TE it creates a 1meg file with the same name as the new terrain
but the file has no extention. Possible problem if you have many terrains.



ATI Radeon HD 4800 Series
Intel(R) Core(TM)2 Duo CPU
4gb ram


Title: Re: New TE Bugs
Post by: Strip on August 30, 2009, 09:50:45 AM
Waffle,
I can import/export water to bitmap with no issues, the only issue I have is the file so large I cant modify it with my software.   :lol

Issues I have found:

1.Imported grayscale elevation is inverted, darker shades show up as higher elevation.

2.Mini-map does not work, the display is pure white.

3.Water changes require me to cycle the Low Detail ON/OFF for them to show up.

4.Object editor will not open, crashes about half way through loading.

I think I have stumbled across a few more but will confirm them first.

Edit:

Issue when dealing with the terrain gndtype.bmp.....

Open terrain, erase some water to create a large island.
Change terrain to any type, save and close TE.
Open gndtype.bmp with some sort of photo editing software.
Use eyedropper or set RGB to specific value and change whole bmp to that color, save to proper folder.
Open TE, load proper file and the change will not show up.

It does not look like the manual changes made to the gndtype.bmp show up properly. The displayed terrain ends up looking like a blend of two types. It certainly doesn't look like any of the the main terrain tiles. Can anyone else replicate this? All of the issues so far can be duplicated.

Strip

Title: Re: New TE Bugs
Post by: mrmidi on August 30, 2009, 11:54:42 AM
Build Res File error.

Using the exact same terrain source files on two different machines I get the "Build Res Failed" error on a Windows XP machine.

Error does not occur on my Windows Vista Machine.

XP machine info:

AMD Athlon(tm) 64 Processor 3200+,  MMX,  3DNow, ~2.0GHz

256MB ATI Radeon X1300PRO

3gb ram

-----------------------------------------------

Vista Machine info:

Intel(R) Core(TM)2 Duo CPU     E8400  @ 3.00GHz (2 CPUs), ~3.0GHz

ATI Radeon HD 4800 Series

4gb ram
Title: Re: New TE Bugs
Post by: USRanger on August 30, 2009, 12:27:42 PM
Getting "Resource Build Fail" error  when clicking Build, whether it's converting a pre-existing terrain or making a new one.

Getting a B&W clipboard map when making a new one for pre-existing terrains, works fine with new ones.

Trees appear in water areas.

AMD Athlon 5000+ 64x2
XP Media Center Edition
GF 7800GT
2 gigs RAM


Refer to this thread for bug pics:
http://bbs.hitechcreations.com/smf/index.php/topic,272764.0.html

And here for trees in water:
http://bbs.hitechcreations.com/smf/index.php/topic,272730.msg3413550.html#msg3413550
Title: Re: New TE Bugs
Post by: Strip on August 30, 2009, 04:31:46 PM
Build works fine for me, probably have built a terrain 20-30 times so far playing around.

AMD Anthlon 5000+ 64x2
Vista 32-Bit
PGNY 9800GT
3 gigs

Sorry to add another post but wanted to give you my specs...

<S> Editor looks promising so far!

Strip
Title: Re: New TE Bugs
Post by: Stixx on August 30, 2009, 08:43:09 PM
Cannot export water bmp. Program does not crash when I try I just don't get the waterd.bmp or waterc.bmp

No textsrc folder created.

Cannot see terrain changes unless I toggle low detail.

EVGA 6200 256 mb vid card.
P 4  2.8ghz CPU.
2 gigs ram.

Yeah, I know, low end system.

Title: Re: New TE Bugs
Post by: Greebo on August 31, 2009, 04:16:42 PM
I get the "resource build failed" bug when I try to build a terrain.

My PC has a 2.4 ghz C2D CPU, a GTX 260 graphics card and 2 GB of RAM. It is running Window XP.

I'm also seeing another problem where the grid does not line up with the tiles properly. This causes 1853 errors when the "water not 0" test is run. There were no errors in the old TE with the same terrain.

(http://www.gfg06.dial.pipex.com/screenshots1/TEgridbug.jpg)
Title: Re: New TE Bugs
Post by: Easyscor on September 02, 2009, 10:29:22 AM
The horizontal scroll bar is still scrolling the terrain in the wrong direction. Compare it to the actions of the vertical scroll bar. It's the same as pre 2.14 versions but it really needs to be updated.

If you click one of the horizontal arrows in the scroll bar, instead of scrolling the terrain in that direction, the terrain moves in the opposite direction. This isn't the way the vertical scroll bar, or most other programs work.
Title: Re: New TE Bugs
Post by: Strip on September 02, 2009, 04:27:55 PM
This may or may not classify as a bug but it makes things a lot harder than should be....


(http://i255.photobucket.com/albums/hh121/purplehaze835/brush.jpg)


The paint brush does not show up on water making it difficult to add changes. Perhaps this can be changed in the next patch?

Strip
Title: Re: New TE Bugs
Post by: Strip on September 02, 2009, 08:06:06 PM
In the water tab....

If you move the slider all the way the way to river it will export it as white in the waterc.bmp.

So if you try to make any changes and import it back the TE thinks its land.

Strip
Title: Re: New TE Bugs
Post by: USRanger on September 03, 2009, 05:15:53 PM
So I don't have to type it all again:

http://bbs.hitechcreations.com/smf/index.php/topic,272867.msg3417920.html#msg3417920
Title: Re: New TE Bugs
Post by: ghostdancer on September 05, 2009, 01:09:53 PM
OS: XP Professional
RAM: 4.096 gb
VIDEO: NVIDIA GeForce 7600  GS 512 MB

I only have 3 issues. Two of which have been reported before (XP resource build fail, water not showing when you paint it but have to move things to get it to show). I have come across another possible issue.

If you just have vehicle entries in your terrain and do a check entry it works fine. If you have boat entries it checks the first boat entry and then crashes AHedit. I have tested this several times and it is does it consistently for me.
Title: Re: New TE Bugs
Post by: mrmidi on September 05, 2009, 01:35:30 PM
Uncheck the "Can Collide" setting in you PT spawn object setting and see it that makes a differance.

 :salute
midi
Title: Re: New TE Bugs
Post by: ghostdancer on September 05, 2009, 02:10:14 PM
Nope, still crashes even if I have can collide off for the boat object. Also tried have collide and set to elevation height off and still crashed.

Title: Re: New TE Bugs
Post by: ghostdancer on September 05, 2009, 02:19:22 PM
mrmidi built my terrain for me. The PTs boat spawn normally in it. Not problem withe boat entries. Just crashes when check terrain is run.
Title: Re: New TE Bugs
Post by: Easyscor on September 07, 2009, 11:02:36 AM
Crashing with XP - Import waterd.bmp


ahedit at idle (full size image) (http://members.dslextreme.com/users/easyscor/bugreport/AHedit%20at%20idle.jpg)



ahedit after crash when importing the waterd.bmp
includes MSVS debug message. (full size image) (http://members.dslextreme.com/users/easyscor/bugreport/AHedit%20water%20import.jpg)



Full Dxdiag (http://members.dslextreme.com/users/easyscor/bugreport/DxDiag.txt)


------------------
System Information
------------------
Time of this report: 9/4/2009, 09:26:21
       Machine name: BIGGAME
   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.090206-1233)
           Language: English (Regional Setting: English)
System Manufacturer: INTELR
       System Model: AWRDACPI
               BIOS: Phoenix - AwardBIOS v6.00PG
          Processor: Intel(R) Pentium(R) 4 CPU 2.60GHz (2 CPUs)
             Memory: 1536MB RAM
          Page File: 191MB used, 3243MB available
        Windows Dir: C:\WINDOWS
    DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
     DxDiag Version: 5.03.2600.2180 32bit Unicode

---------------
Display Devices
---------------
        Card name: RADEON 9800 PRO
     Manufacturer: ATI Technologies Inc.
        Chip type: Radeon 9800 AGP (0x4E48)
         DAC type: Internal DAC(400MHz)
       Device Key: Enum\PCI\VEN_1002&DEV_4E48&SUBSYS_00021002&REV_00
   Display Memory: 128.0 MB
     Current Mode: 1280 x 1024 (32 bit) (60Hz)
          Monitor: SONY SDM-S95AR/ER
  Monitor Max Res: 1280,1024
      Driver Name: ati2dvag.dll
   Driver Version: 6.14.0010.6343 (English)
      DDI Version: 9 (or higher)
Driver Attributes: Final Retail
 Driver Date/Size: 4/28/2003 19:39:48, 291584 bytes
      WHQL Logo'd: n/a
  WHQL Date Stamp: n/a
              VDD: n/a
         Mini VDD: ati2mtag.sys
    Mini VDD Date: 4/28/2003 19:39:23, 625920 bytes
Device Identifier: {D7B71EE2-0D08-11CF-756B-0820A1C2CB35}
        Vendor ID: 0x1002
        Device ID: 0x4E48
        SubSys ID: 0x00021002
      Revision ID: 0x0000
      Revision ID: 0x0000
      Video Accel: ModeMPEG2_C ModeMPEG2_D

-------------
Sound Devices
-------------
            Description: Aureal Audio
 Default Sound Playback: Yes
 Default Voice Playback: Yes
            Hardware ID:
        Manufacturer ID: 1
             Product ID: 100
                   Type: WDM
            Driver Name: adm8820.sys
         Driver Version: 5.12.0001.1560 (English)
      Driver Attributes: Final Retail
            WHQL Logo'd: n/a
          Date and Size: 8/17/2001 12:19:14, 553984 bytes
            Other Files:
        Driver Provider:
         HW Accel Level: Standard
              Cap Flags: 0x0
    Min/Max Sample Rate: 0, 0
Static/Strm HW Mix Bufs: 0, 0
 Static/Strm HW 3D Bufs: 0, 0
              HW Memory: 0
       Voice Management: No
 EAX(tm) 2.0 Listen/Src: No, No
   I3DL2(tm) Listen/Src: No, No
Sensaura(tm) ZoomFX(tm): No
               Registry: OK
      Sound Test Result: Not run

---------------------
Sound Capture Devices
---------------------
            Description: Aureal Audio
  Default Sound Capture: Yes
  Default Voice Capture: Yes
            Driver Name: adm8820.sys
         Driver Version: 5.12.0001.1560 (English)
      Driver Attributes: Final Retail
          Date and Size: 8/17/2001 12:19:14, 553984 bytes
              Cap Flags: 0x0
           Format Flags: 0x0
Title: Re: New TE Bugs
Post by: Easyscor on September 07, 2009, 12:42:59 PM
When I exported waterb.bmp, it went into my project folder instead of it's texsrc folder, and there was no waterc.bmp.

Attempts to export it later resulted in complete failure, nothing exported at all.  :eek:

I'll be reformatting my HD next week, I'll post if anything changes.

(and yes, I know the whole 8 bit grayscale issue :) )
Title: Re: New TE Bugs
Post by: Easyscor on September 08, 2009, 08:10:12 AM
I've noticed that all the ground clutter repeats in the TE regardless of the terrain type, even into the water Cells.

Even though it seems to build with the proper clutter for the terrain type, it really should reflect the correct ground clutter in the TE imho, so we can actually see how it will look as we place it.
Title: Re: New TE Bugs
Post by: USRanger on September 16, 2009, 05:36:56 PM
We want fixes! We want fixes! We want fixes!

(I just wanna "build" my terrains :()
Title: Re: New TE Bugs
Post by: Greebo on September 21, 2009, 04:46:18 AM
As I mentioned before, when the TE converts an old terrain it does not align the coastline correctly which causes a load of "water not 0" errors. To get round this I have edited the waterd.bmp file in Paint Shop Pro by moving the whole coastline two pixels up and to the right.

Unless I have screwed up somewhere it seems that the RGB values of the land tile types in the gndtype.bmp file have been reversed.

These are the RGB values of the tile types as described:

0  Deep water
17  Grass
34  Forest 1 (evergreen)
51  Forest 2 (deciduous)
68  Farm 1
85  Farm 2
102  Rock
119  Swamp
136  Rocky Grass
153  Sandy Grass
170  Beach
187  River bed /
204  Snow / Coral

Below is what works for me in the TE when I edit the gndtype.bmp in PSP:

0  Deep water
204  Grass
187  Forest 1 (evergreen)
170  Forest 2 (deciduous)
153  Farm 1
136  Farm 2
119  Rock
102  Swamp
85  Rocky Grass
68  Sandy Grass
51  Beach
34  River bed /
17  Snow / Coral

The only problem I have had using these values is the river bed texture. This appears greyed out when applied using the gndtype.bmp file but it works OK when applied using a brush in the TE. Note I have double checked the colour is 34,34,34 in the file.

The TE appears to use the upper RGB values when updating an old terrain, which leads to a weird looking terrain with grass capped swampy mountains etc.
Title: Re: New TE Bugs
Post by: danny37 on September 21, 2009, 05:44:18 AM
making a map: 1)dosent show the water like it should
                    2)in some places it shows land where theres water
                    3)the beach is clearly outlined,but it shows land past the beaches
vid card:pny 9800gt
cpu:intel core duo2
ram:3gb
can it be duplicated:yes,does it everytime i make a map for the terrain
(http://i729.photobucket.com/albums/ww293/danny37/oahu1.jpg)
have built the terrain with map and tried it offline and the maps shows the same
Title: Re: New TE Bugs
Post by: 5PointOh on September 21, 2009, 04:23:05 PM
This is an object editor error. I open the object editor...and it crashed immediately.

------------------
System Information
------------------
Time of this report: 9/21/2009, 17:17:51
       Machine name: NATHAN-PC
   Operating System: Windows Vista™ Home Premium (6.0, Build 6002) Service Pack 2 (6002.lh_sp2rtm.090410-1830)
           Language: English (Regional Setting: English)
System Manufacturer: Dell Inc.               
       System Model: Dell DXP061                 
               BIOS: Phoenix ROM BIOS PLUS Version 1.10 2.3.1
          Processor: Intel(R) Core(TM)2 CPU          6600  @ 2.40GHz (2 CPUs), ~2.4GHz
             Memory: 2046MB RAM
          Page File: 1741MB used, 2594MB available
        Windows Dir: C:\Windows
    DirectX Version: DirectX 10
DX Setup Parameters: Not found
     DxDiag Version: 6.00.6001.18000 32bit Unicode

------------
DxDiag Notes
------------
      Display Tab 1: No problems found.
        Sound Tab 1: No problems found.
        Sound Tab 2: No problems found.
          Input Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D:    0/4 (retail)
DirectDraw:  0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay:  0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow:  0/6 (retail)

---------------
Display Devices
---------------
        Card name: NVIDIA GeForce 7900 GS
     Manufacturer: NVIDIA
        Chip type: GeForce 7900 GS
         DAC type: Integrated RAMDAC
       Device Key: Enum\PCI\VEN_10DE&DEV_0292&SUBSYS_037010DE&REV_A1
   Display Memory: 1015 MB
 Dedicated Memory: 248 MB
    Shared Memory: 766 MB
     Current Mode: 1680 x 1050 (32 bit) (60Hz)
          Monitor: Dell E207WFP
      Driver Name: nvd3dum.dll,nvwgf2um.dll
   Driver Version: 7.15.0011.6371 (English)
      DDI Version: 10
Driver Attributes: Final Retail
 Driver Date/Size: 9/17/2007 08:07:00, 4988928 bytes
      WHQL Logo'd: Yes
  WHQL Date Stamp:
Device Identifier: {D7B71E3E-41D2-11CF-8D6B-7B2301C2CA35}
        Vendor ID: 0x10DE
        Device ID: 0x0292
        SubSys ID: 0x037010DE
      Revision ID: 0x00A1
      Revision ID: 0x00A1
      Video Accel: ModeMPEG2_A ModeMPEG2_C ModeVC1_B ModeWMV9_B ModeVC1_A ModeWMV9_A
 Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
                   {B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
                   {B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
                   {B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
                   {B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
                   {B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
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     DDraw Status: Enabled
       D3D Status: Enabled
       AGP Status: Enabled
Title: Re: New TE Bugs
Post by: -sudz- on September 22, 2009, 04:02:00 PM
As I mentioned before, when the TE converts an old terrain it does not align the coastline correctly which causes a load of "water not 0" errors. To get round this I have edited the waterd.bmp file in Paint Shop Pro by moving the whole coastline two pixels up and to the right.

Unless I have screwed up somewhere it seems that the RGB values of the land tile types in the gndtype.bmp file have been reversed.

These are the RGB values of the tile types as described:

0  Deep water
17  Grass
34  Forest 1 (evergreen)
51  Forest 2 (deciduous)
68  Farm 1
85  Farm 2
102  Rock
119  Swamp
136  Rocky Grass
153  Sandy Grass
170  Beach
187  River bed /
204  Snow / Coral

Below is what works for me in the TE when I edit the gndtype.bmp in PSP:

0  Deep water
204  Grass
187  Forest 1 (evergreen)
170  Forest 2 (deciduous)
153  Farm 1
136  Farm 2
119  Rock
102  Swamp
85  Rocky Grass
68  Sandy Grass
51  Beach
34  River bed /
17  Snow / Coral

The only problem I have had using these values is the river bed texture. This appears greyed out when applied using the gndtype.bmp file but it works OK when applied using a brush in the TE. Note I have double checked the colour is 34,34,34 in the file.

The TE appears to use the upper RGB values when updating an old terrain, which leads to a weird looking terrain with grass capped swampy mountains etc.

I think there may have been a miscommunication on how the ground texture stuff works.  As you know, there are 13 terrain types.  Each of these is assigned a number 0 thru 12.  The pixel being painted is stored as a set of two small nibbles - one for each terrain type (if it's blended with another type) or both nibbles being set to one terrain type (when no blending occurs).

So let's explain nibbles in memory.  Each pixel is actually two numbers and can be represented by #-# where each pound sign is a nibble.  The first # sign will always be the first terrain type, the second can be either a copy of the first (no terrain blending) or the second terrain type (when blending).  For instance, if you blend Forest Evergreen (terrain type 2) with Farm1 (terrain type 4) the resulting pixel is 2-4.  A purely Forest Evergreen pixel would be 2-2.

As a side note, these numbers are in hexidecimal so we use the standard way to tell by prefacing the number with 0x.  The above numbers are actually 0x24 and 0x22.  This gives us a total range of 0x00 to 0xFF but we would only go from 0x00 to 0xCC (c = 12 in hex).  So how can you use this?  Below is a chart of the terrain types and the number that is placed into a nibble.

0 - Deep Ocean
1 - Grass
2 - Forest Evergreen
3 - Forest Deciduous
4 - Farm 1
5 - Farm 2
6 - Rock
7 - Swamp
8 - Rock Grass
9 - Sandy Grass
A - Beach (10)
B - Riverbed (11)
C - Snow/Coral (12)

Note that the last 3 are in hex.

If you don't want to use hex, you can just run it through this formula:  (terrain type 1 * 16) + terrain type 2.  If it's just one terrain type then terrain type 2 should be the same number as terrain type 1.

Some examples of the resulting pixels are: Swamp/Beach - 0x7A, Rock - 0x66, Farm1/Sandy Grass - 0x48.

Once you have the number in pixel nibbles, you can convert to decimal by using calc. You can see using your Grass example: Grass = 0x11 = 17 decimal.

These are not supposed to be RGB values, but 8-bit palletized grey-scale.  Hope this helps clearing up the gndtype painting process for everyone (this isn't just directed at Greebo  :salute)

- sudz


Title: Re: New TE Bugs
Post by: USRanger on September 22, 2009, 09:53:05 PM
(http://img3.imageshack.us/img3/1511/dunce.gif) (http://img3.imageshack.us/i/dunce.gif/)  But where do the trees go?

I like trees.
Title: Re: New TE Bugs
Post by: -sudz- on September 23, 2009, 09:10:33 AM
Bring me a shrubery
Title: Re: New TE Bugs
Post by: Strip on September 23, 2009, 09:18:23 AM
I heard getting problems fixed faster was simply a matter of non-monetary donations like certain precious liquids.

 :D
Title: Re: New TE Bugs
Post by: Greebo on September 23, 2009, 02:19:03 PM
Thanks for the explanation Sudz, however the problem seems to have resolved itself. Earlier today I slightly modified the gndtype.bmp file. When I started the TE to view the changes the textures had reversed again, i.e. grass areas were now snow areas and so on. After changing all the shades of grey back to those listed in the instructions everything now seems OK. All the terrain types are displaying correctly, including the river bed one.

I've still got no idea why my terrain flipped and unflipped its textures though, the gndtype.bmp file was built the same way each time.
Title: Re: New TE Bugs
Post by: Strip on September 23, 2009, 02:34:44 PM
Had the samething happen with the elev.bmp.

One day black represents high elevations, the next all is well.


Strip
Title: Re: New TE Bugs
Post by: USRanger on September 23, 2009, 04:53:02 PM
Got the newest TE version today.  I was able to build my terrain no prob. But I still get a black & white clipboard map with no terrain showing on it, just the grid.

------------------
System Information
------------------
Time of this report: 9/23/2009, 17:51:13
       Machine name: HALLE
   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090206-1234)
           Language: English (Regional Setting: English)
System Manufacturer: HP Pavilion 061
       System Model: RF243AA-ABA m7640n
               BIOS: Phoenix - AwardBIOS v6.00PG
          Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 5000+,  MMX,  3DNow (2 CPUs), ~2.6GHz
             Memory: 3582MB RAM
          Page File: 481MB used, 6519MB available
        Windows Dir: C:\WINDOWS
    DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
     DxDiag Version: 5.03.2600.5512 32bit Unicode

------------
DxDiag Notes
------------
  DirectX Files Tab: No problems found.
      Display Tab 1: No problems found.
        Sound Tab 1: No problems found.
          Music Tab: No problems found.
          Input Tab: No problems found.
        Network Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D:    0/4 (n/a)
DirectDraw:  0/4 (retail)
DirectInput: 0/5 (n/a)
DirectMusic: 0/5 (n/a)
DirectPlay:  0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow:  0/6 (retail)

---------------
Display Devices
---------------
        Card name: NVIDIA GeForce 7800 GT
     Manufacturer: NVIDIA
        Chip type: GeForce 7800 GT
         DAC type: Integrated RAMDAC
       Device Key: Enum\PCI\VEN_10DE&DEV_0092&SUBSYS_00000000&REV_A1
   Display Memory: 256.0 MB
     Current Mode: 1280 x 1024 (32 bit) (75Hz)
          Monitor: Plug and Play Monitor
  Monitor Max Res: 1600,1200
      Driver Name: nv4_disp.dll
   Driver Version: 6.14.0010.8421 (English)
      DDI Version: 9 (or higher)
Driver Attributes: Final Retail
 Driver Date/Size: 3/9/2006 15:29:00, 3968512 bytes
      WHQL Logo'd: Yes
  WHQL Date Stamp: n/a
              VDD: n/a
         Mini VDD: nv4_mini.sys
    Mini VDD Date: 3/9/2006 15:29:00, 3650368 bytes
Device Identifier: {D7B71E3E-43D2-11CF-5543-0A2000C2CB35}
        Vendor ID: 0x10DE
        Device ID: 0x0092
        SubSys ID: 0x00000000
      Revision ID: 0x00A1
      Revision ID: 0x00A1
      Video Accel: ModeMPEG2_A ModeMPEG2_B ModeMPEG2_C ModeMPEG2_D ModeWMV9_B ModeWMV9_A
 Deinterlace Caps: {212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
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                   {212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
         Registry: OK
     DDraw Status: Enabled
       D3D Status: Enabled
       AGP Status: Enabled
DDraw Test Result: Not run
 D3D7 Test Result: Not run
 D3D8 Test Result: Not run
 D3D9 Test Result: Not run

-------------
Sound Devices
-------------
            Description: SB Audigy 4 [AC00]
 Default Sound Playback: Yes
 Default Voice Playback: Yes
            Hardware ID: PCI\VEN_1102&DEV_0008&SUBSYS_10211102&REV_00
        Manufacturer ID: 1
             Product ID: 100
                   Type: WDM
            Driver Name: ctaud2k.sys
         Driver Version: 5.12.0001.1161 (English)
      Driver Attributes: Final Retail
            WHQL Logo'd: Yes
          Date and Size: 6/18/2005 01:53:28, 438784 bytes
            Other Files:
        Driver Provider: Creative
         HW Accel Level: Standard
              Cap Flags: 0xF5F
    Min/Max Sample Rate: 4000, 192000
Static/Strm HW Mix Bufs: 64, 60
 Static/Strm HW 3D Bufs: 64, 60
              HW Memory: 0
       Voice Management: No
 EAX(tm) 2.0 Listen/Src: No, No
   I3DL2(tm) Listen/Src: No, No
Sensaura(tm) ZoomFX(tm): No
               Registry: OK
      Sound Test Result: Not run

---------------------
Sound Capture Devices
---------------------
            Description: SB Audigy 4 [AC00]
  Default Sound Capture: Yes
  Default Voice Capture: Yes
            Driver Name: ctaud2k.sys
         Driver Version: 5.12.0001.1161 (English)
      Driver Attributes: Final Retail
          Date and Size: 6/18/2005 01:53:28, 438784 bytes
              Cap Flags: 0x41
           Format Flags: 0xFFF

-----------
DirectMusic
-----------
        DLS Path: C:\WINDOWS\SYSTEM32\drivers\GM.DLS
     DLS Version: 1.00.0016.0002
    Acceleration: Enabled
           Ports: SB Audigy 4 DirectMusic Synthesizer [AC00], Hardware (Kernel Mode), Output, DLS, Internal, Default Port
                  SB Audigy 4 [AC00], Software (Kernel Mode), Output, DLS, Internal
                  Microsoft MIDI Mapper [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
                  SB Audigy 4 Synth A [AC00] [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
                  SB Audigy 4 Sw Synth [AC00] [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
                  SB Audigy 4 Synth B [AC00] [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
                  Microsoft GS Wavetable SW Synth [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
                  Microsoft Synthesizer, Software (Not Kernel Mode), Output, DLS, Internal
        Registry: OK
     Test Result: Not run
Title: Re: New TE Bugs
Post by: hitech on September 24, 2009, 04:35:04 PM
ranger, just double checking you have the map the same name as the terrain in the texsrc folder I.E. somthing like ndisles/texsrc/ndisles.bmp?

Title: Re: New TE Bugs
Post by: USRanger on September 24, 2009, 05:22:13 PM
Roger, when I hit Make Map, I get this:

(http://img132.imageshack.us/img132/1191/mappjl.jpg) (http://img132.imageshack.us/i/mappjl.jpg/)

Doesn't matter which terrain I do it with, always the same.  If I choose to place the field icons on the map when I hit Make Map, they will show, but just barely and in b&w.  The terrain never shows.  It's weird, because I've been building terrains for years and never seen this.  In the map above, there should be blue water and 10-15 islands spread across the map.  I'd have to read back through, but at least one other person is experiencing the same.
Title: Re: New TE Bugs
Post by: Dux on September 24, 2009, 05:55:53 PM
Ranger, does the map image export if you turn off the grid?
Title: Re: New TE Bugs
Post by: USRanger on September 24, 2009, 08:05:54 PM
Tried it just now.  All I got was a 1024x1024 black box. Too weird.
Title: Re: New TE Bugs
Post by: zmeg on September 24, 2009, 08:12:14 PM


 I have to turn on the red grid lines before hitting the make map button.
Title: Re: New TE Bugs
Post by: USRanger on September 24, 2009, 09:23:27 PM
It worked!  Thank you zmeg!  Was it always like that in every version?  I think in the older versions I always had the red grid lines on by default.  Outstanding!

Title: Re: New TE Bugs
Post by: hitech on September 25, 2009, 09:36:56 AM
Ahh now I understand, when you build terrain the map imported correctly. But the make map function in AH is broken.

HiTech
Title: Re: New TE Bugs
Post by: USRanger on September 25, 2009, 10:42:42 AM
As long as you have the red grid lines on at the time of "Make Map" it works correctly.  Good to know. :aok
Title: Re: New TE Bugs
Post by: Easyscor on September 25, 2009, 03:03:51 PM
Object Editor Problems Thread. (http://bbs.hitechcreations.com/smf/index.php/topic,274630.msg3440452.html#msg3440452)

It's crashing for all those who answered.
Title: Re: New TE Bugs
Post by: Easyscor on September 25, 2009, 04:20:16 PM
The strat rivers disappear, at least when running east, when they end or start at a water cell.

In my original version of arden08, I was able to connect the strat rivers to the water cell rivers by tweaking the overlays.

As I'm working on an update, and the strat rivers with their bridges are popular, I want to maintain them in this new version. Any chance there's a work around?

Here's what I've tried:
(http://members.dslextreme.com/users/easyscor/bugreport/tryThis.JPG)

But this is what I get:
(http://members.dslextreme.com/users/easyscor/bugreport/getThis.JPG)
Title: Re: New TE Bugs
Post by: danny37 on September 25, 2009, 04:48:33 PM
making the map with the grid lines in the TE didnt slove my problem,map comes out the same,land showing where water should and it shows land extending out past the visiably outlined beaches
(http://i729.photobucket.com/albums/ww293/danny37/oahu1.jpg)
Title: Re: New TE Bugs
Post by: USRanger on September 25, 2009, 05:51:33 PM
That's because underwater textures are appearing on the clipboard map.  Makes it look really bad if you have a lot of coral & such, especially since the colors don't match.
Title: Re: New TE Bugs
Post by: danny37 on September 26, 2009, 12:11:28 AM
That's because underwater textures are appearing on the clipboard map.  Makes it look really bad if you have a lot of coral & such, especially since the colors don't match.
has to be something else because its done it from the start even when there was no underwater textures,and atm those are only in one certain spot,not around the entire island :uhoh
Title: Re: New TE Bugs
Post by: USRanger on September 26, 2009, 03:26:54 AM
Maybe its shallow water, even if it didn't get a texture painted on it?
Title: Re: New TE Bugs
Post by: danny37 on September 26, 2009, 05:41:43 AM
well its been like that from day 1,water depth was the same all over as far as i know,the only shallow water has been added after the fact :salute
in the other 2.13 version TE the map was perfect,even showed the water color,this version does not.
i wonder if there is a certain file that can be deleted or something to get the map to come out right.
this terrain was built with the 2.13 version with no problems,on difference on this terrain is size and some shallow water and coral added,
one thing i did notice was that in the new version TE when i loaded this terrain into it,some bases that were close to the water were put underwater in the new version
and i had to erase some of the water to get those bases above water again,idk if or what that would have anything to do with it,and if so that dosent explain the map not showing the water color.here is the map from the 2.13 version TE
(http://i729.photobucket.com/albums/ww293/danny37/oahu.jpg)
this is from the original terrain i made as you can see its bigger,this one is a 512mile and the one im working on now is 256mile but the TE should still make the map the same
the same greyscale was used and was just downsized to 256mile,i would think the map would come out the same showing the water color,only being smaller.
Title: Re: New TE Bugs
Post by: USRanger on September 28, 2009, 12:46:18 PM
My clipboard issue is all the underwater textures appear on the clipboard map(UGLY!), and the water is a gray color instead of the light blue of the terrain's water.

(http://img59.imageshack.us/img59/5089/tera.jpg) (http://img59.imageshack.us/i/tera.jpg/)

(http://img406.imageshack.us/img406/7041/mapno.jpg) (http://img406.imageshack.us/i/mapno.jpg/)

Title: Re: New TE Bugs
Post by: danny37 on September 28, 2009, 08:02:35 PM
came across another bug when i built my terrain to check out offline
a vehicle entry(spawn) has shown up on map in game(offline)that doesent
show in the TE.
also the field where this ghost spawn comes from,when you try to up a vehicle
from the hanger on the field,it spawns you to where this ghost spawn ends at.
this spawn was not put in by me in the TE
and when you spawn and tower out you get the message "you have crashed"
and the line that shows the spawn is purple(pt/lvt spawn)but any vehicle can spawn.
ive done the check objects and it shows this field as having this spawn,but when i check
spawns itself it dosent show up,im stumped. :uhoh
Title: Re: New TE Bugs
Post by: Easyscor on September 28, 2009, 08:07:34 PM
Sends you to the center of the terrain, right?

If so, that's not a bug.
Title: Re: New TE Bugs
Post by: danny37 on September 28, 2009, 08:49:20 PM
Sends you to the center of the terrain, right?

If so, that's not a bug.
its more like the bottom,but it is the middle of the bottom
(http://i729.photobucket.com/albums/ww293/danny37/ahss19-1.jpg)
you can see the purple line of the spawn
Title: Re: New TE Bugs
Post by: Greebo on October 01, 2009, 04:48:54 AM
The latest version of the TE allowed me to build my terrain a couple of times but now crashes when I try to do so. It just gives me an "ahedit.exe needs to close" window. Possibly this is because I've been playing with water effects recently and thats bumped up the resources needed to build it.

My PC has a 2.4 ghz C2D CPU, a GTX 260 graphics card, 2 GB of RAM and is running Window XP. I guess 2 GB isn't enough RAM for terrain building. Apart from the TE crashing, its a real pain editing the huge waterd.bmp file in PSP.

I think I'll get Windows 7 when it comes out in a few weeks so I can upgrade the memory to 4 GB at the same time.
Title: Re: New TE Bugs
Post by: Easyscor on October 01, 2009, 09:17:39 AM
Start a new terrain (clear the curterr.cfg file) and see if that survives the TE. Then, check the sizes and bit depths of all your bitmap files against those in the new terrain. You can transfer copies of them to the new terrain, one at a time until it crashes. Too many possibilities to put into the bug report thread. GL

PS, Adding memory will allow it to run faster, but that isn't your problem.
Title: Re: New TE Bugs
Post by: danny37 on October 07, 2009, 01:11:45 PM
got the ghost spawn fixed,i had added two barrport's to the terrain harbor,thats where the spawn was goin to,took them out and problem solved.
Title: Re: New TE Bugs
Post by: Easyscor on October 08, 2009, 11:40:30 AM
Terrain view jumping

I'd particularly like to know if anyone has found a way to keep the terrain from jumping, when viewing at a low angle, each time you initiate a new terrain type paint.

Explaination: When touching up, I repaint the farms on the side of mountains using a low angle view. Just when I'm lined up on the farm area to repaint with rock for instance, the terrain jumps when I click. Also, the textures in the view seem to change somewhat. Sometimes, if I stop and move the view, they change back, but maybe I’m going nuts. I’ve tried to learn if it zoom in, zooms out, or exactly what it’s doing but it seems random. The position and attitude textboxes don’t report any change. If anyone knows a workaround to accomplish this from within the editor, I'd appreciate it.
Title: Re: New TE Bugs
Post by: Easyscor on October 12, 2009, 10:09:58 AM
cmpwater.bmp is trashed running XP, no problem running Vista

Import a terrain and the TE builds a working cmpwater.bmp file.

Build the terrain once, and it’s successful, but it overwrites and corrupts the cmpwater.bmp file in the process. Build it a second time, and it aborts with the error message: “Unable to get compressed water”, that's if it doesn’t crash the TE. Multiple machines, multiple operators: Midi and Falcon.

Obviously a check of some kind for the file's presence takes place, but here’s the interesting part. Replace the cmpwater.bmp file with any properly formatted cmpwater.bmp file, even one from a different terrain, and the TE will build the terrain with no complaint in XP.

During the build, the cmpwater file balloons from say 832 K, 1024x833 to 239 MB, 1024x245504 every time. I’ll be using the smallest cmpwater file I have from now on, hehe.

Another symptom of the problem, is the longer launch-load time involved when the corrupted file is present.

XP-32, 1.5 GB up to a full 4 GB machines.


(I'll post another bug report, on Map window functions in a few minutes.)
Title: Re: New TE Bugs
Post by: Easyscor on October 12, 2009, 10:49:57 AM
I'm not able to duplicate the spawn point, setting circle bug this morning so I'll have to get back to you on it later, but it involved the spawn points disappearing in both the edit and map windows. I'd been moving bases and renumbering them at the time, after extensive rework of the terrain.
Title: Re: New TE Bugs
Post by: Easyscor on October 12, 2009, 12:36:22 PM
Failure to export water – XP 32bit

Export water fails to work on 32 bit XP with 1.5 to 4 GB of ram.
Confirmation: Midi and 68Falcon

Readme statement:
Go File » 'export water bitmap' - This will create 2 16384x16384 bitmaps named waterd.bmp and waterc.bmp. They will be in the texsrc folder.
Title: Re: New TE Bugs
Post by: Easyscor on October 12, 2009, 12:44:43 PM
New Object Editor fails to build any shapes

As previously reported, the new Object Editor won't build a shape, though everything else seems to work.

The current work around is to export to ac3d, any shape not available in the old OE (if there are any), and import it into the old OE where you can then build your shape. Shapes built in the old OE seem to work fine in the new TE.
Title: Re: New TE Bugs
Post by: Easyscor on October 12, 2009, 03:51:20 PM
Loosing the ability to select cell vertices

Select some vertices under the Elevations tab, then enter a new Terr Alt and press the Enter key. The vertice selections disappear, and you’re not able to reselect any. Also, the tabbed screens become corrupted if you think changing to the Objects tab and back will clear the problem.
Title: Re: New TE Bugs
Post by: Easyscor on October 13, 2009, 02:18:48 AM
It turns out that, just like in the problem of building the terrain, once you provide a non corrupted cmpwater.bmp, you can export the water files again, until you build the terrain and corrupt the cmpwater.bmp file yet again.
Title: Re: New TE Bugs
Post by: Easyscor on October 20, 2009, 10:04:50 AM
Placing GMS for fields isn't guaranteed to land in the center of the cell.

The X,Z locations may not resolve to the center of the cell, especially if snap is enabled.
Title: Re: New TE Bugs
Post by: Easyscor on October 20, 2009, 10:09:11 AM
btw, I know, this makes no sense to me either, but after building a CBM, I no longer have the problem with the cmpwater.bmp file, at least on that particular terrain. That's the only thing different that I remember doing. I'd been working on a converted terrain and had been using my existing CBM.
Title: Re: New TE Bugs
Post by: Easyscor on November 23, 2009, 12:28:24 AM
My cmpwater.bmp problems are back.

Here's the latest find, water not at zero isn't being caught in this condition.

(http://members.dslextreme.com/users/easyscor/bugreport/Water%20Not%200%20a.jpg)


(http://members.dslextreme.com/users/easyscor/bugreport/Water%20Not%200%20b.jpg)

Title: Re: New TE Bugs
Post by: mrmidi on November 23, 2009, 06:43:21 PM
This is one problem I haven't experienced  in WinXP or Vista

 :salute
midi
Title: Re: New TE Bugs
Post by: BlauK on November 26, 2009, 03:31:38 PM
"Water not 0" can find thousands of problem places, but trying to set them to terrain alt 0 appears to do nothing. Move to next vertice? Set them one by one? It should set them all at once, shouldn't it?


Trying to change Ocean color does nothing (?). River color changes ok. (still searching the board about this issue, I thought I had it working at first :( )


(Win 7, 64 bit)
Title: Re: New TE Bugs
Post by: mrmidi on November 26, 2009, 04:49:28 PM
Blauk here is the post I made in one of USrangers threads about the changing the ocean color.

"In settings -- terrain type settings...high light "deep ocean" click on the "Change selected color" button then change the color values R,G,B

also make sure you seleck "ok" and then "ok" again....also save your terrain after you make the change or it won't take.

Tried setting the deep ocean to all red and that works also the deep ocean will be red and the shallower water will have a red tint to it.

Might be useful for your "Hell Map" project.
"
Title: Re: New TE Bugs
Post by: USRanger on November 26, 2009, 06:00:10 PM
Midi's advice worked just fine. :aok
Title: Re: New TE Bugs
Post by: BlauK on November 27, 2009, 12:53:47 AM
cc thanks guys. I think I saw that thread too, and yes, it works :aok It is just funny that the similar button and control as for river color does nothing :)
Title: Re: New TE Bugs
Post by: Easyscor on November 27, 2009, 05:06:34 PM
"Water not 0" can find thousands of problem places, but trying to set them to terrain alt 0 appears to do nothing. Move to next vertice? Set them one by one? It should set them all at once, shouldn't it?
...

I depend heavily on Water Not Zero for finding/lowering all my water, then I enter zero in the set terrain alt box and apply it.
I have noticed that Water Not Zero finds around 6500 vertice at a time, and I may need to rinse and repeat several times to fix them all, well, nearly all as you can see from my post above. Perhaps that is what is happening to you, the 6500 limit.
Title: Re: New TE Bugs
Post by: BlauK on November 28, 2009, 07:02:03 AM
Cc Easy, maybe I just had tens of thousands vertices to correct and it just appeared like nothing got fixed after each "set to 0" click. Editing the elev file in photoshop was a faster way, but also more crude, losing more elevations.
Title: Re: New TE Bugs
Post by: Easyscor on November 28, 2009, 09:23:51 AM
That makes sense, when looking at all the water in your terrain. My rivers in Hungary have only around 5400 water vertices.
Title: Re: New TE Bugs
Post by: 68falcon on November 28, 2009, 12:47:05 PM
Cc Easy, maybe I just had tens of thousands vertices to correct and it just appeared like nothing got fixed after each "set to 0" click. Editing the elev file in photoshop was a faster way, but also more crude, losing more elevations.

How do you edit the elevation files in photoshop? The map I'm working on (Germany) has a lot of land that is low, very low and is being textured as water.
Title: Re: New TE Bugs
Post by: BlauK on November 28, 2009, 01:59:45 PM
The underwater textures, wntt1###.bpm, do not work in the ETO.
However, they do work if you use the PTO set names for the wntt files.

Thus at PTO wntt0001.bmp goes with ntt0001.bmp and at ETO wntt0001.bmp also goes with ntt1001.bmp



---------------------------------

ps. Falcon, PM sent
Title: Re: New TE Bugs
Post by: danny37 on December 01, 2009, 07:01:36 AM
setting PT spawns  seem to be buged.if just one spawn is set,it shows on the map,when you build the terrain it still shows on the map,but when you select a pt from the hanger it gives you no direction to spawn,just hanger spawn.
if you set 2 spawns they both show on the map,when you build the terrain they both show on the map,but when you select a pt it only gives you a hanger spawn and 1 direction to spawn in the water :headscratch:,even though it shows 2 spawns on the map. :confused:
Title: Re: New TE Bugs
Post by: BlauK on December 01, 2009, 07:29:47 AM
Danny, the spawn number 0 is always the hangar spawn. Regardless of where and to what direction you place it, it still uses the H button.
Title: Re: New TE Bugs
Post by: danny37 on December 01, 2009, 09:45:04 AM
Danny, the spawn number 0 is always the hangar spawn. Regardless of where and to what direction you place it, it still uses the H button.
thats not it,even if the spawn numbers are 1 and 2 it still only gives 1 spawn direction,even though two spawns show on the map.
Title: Re: New TE Bugs
Post by: Easyscor on December 01, 2009, 10:12:20 AM

Not a bug.

Danny, the spawn number 0 is always the hangar spawn. Regardless of where and to what direction you place it, it still uses the H button.
Title: Re: New TE Bugs
Post by: USRanger on December 07, 2009, 06:10:35 PM
Any bugs fixed with today's version release HTC?
Title: Re: New TE Bugs
Post by: BlauK on December 08, 2009, 06:03:42 AM
The new "Steep water slope" funtion crashes TE.
I get a call-out saying:"2241 terrain faces found, Moving to the vertex of the first one". Clicking the OK-button crashes TE.

This is at least in Win7. Any other data needed?
Title: Re: New TE Bugs
Post by: USRanger on December 09, 2009, 05:05:18 PM
With this newest TE version, whenever I open the TE, all of my terrain texture types are blank.  The text beside the check boxes are missing.  If I exit then restart it, they show up.  Not a biggie, just reportin'.
Title: Re: New TE Bugs
Post by: Easyscor on December 14, 2009, 10:42:33 AM
nm

Not enough coffee this morning.
Title: Re: New TE Bugs
Post by: Greebo on December 14, 2009, 11:12:58 AM
I'm sill getting the cmpwater.bmp bug. I have to put an old version of this file into the folder to get the terrain to build at all. Even then building the terrain crashes the TE but at least it makes a workable terrain. However the cmpwater.bmp file has been overwritten by a much bigger corrupted example and this has to be replaced by the old version before the terrain will build again.
Title: Re: New TE Bugs
Post by: Easyscor on December 14, 2009, 12:24:59 PM
Yep, same here.
Title: Re: New TE Bugs
Post by: USRanger on January 01, 2010, 04:48:40 PM
Easyscor's list of current bugs:

http://bbs.hitechcreations.com/smf/index.php/topic,280314.msg3544349.html#msg3544349
Title: Re: New TE Bugs
Post by: mrmidi on January 03, 2010, 04:16:41 PM
The new "Steep water slope" funtion crashes TE.
I get a call-out saying:"2241 terrain faces found, Moving to the vertex of the first one". Clicking the OK-button crashes TE.

This is at least in Win7. Any other data needed?

I have this same problem except I only have 344 found.

Running Vista 64

 :salute
midi
Title: Re: New TE Bugs
Post by: Greebo on January 05, 2010, 10:11:41 AM
I've been trying to figure out how to get round the cmpwater.bmp bug, without success so far. Every now and then I do get a usable cmpwater file but I've never figured out if this is a random thing or if I did something different that time.

I have managed to view the corrupted file now though. This file would not load into PSP as it said it was not a valid bmp file. However I've discovered it does load into MS Paint.

The corrupted file is vastly bigger than it should be, 1024 by 231840 instead of 1024 by 6272 as in the correct file. It is mostly RGB grey 68/68/68 instead of black and white. The first 32 lines of the file are black except for the LH 64 pixels which are grey. There is also one black and one white 32 by 32 block in the bottom LH corner of the file. The rest of the file has the coastlines shown in white but spaced out as shown in the LH shot, not bunched up tight as in the RH shot of the correctly formatted file.

(http://www.gfg06.dial.pipex.com/screenshots/cmpwaterbug.jpg)
Title: Re: New TE Bugs
Post by: JonDoe999 on February 04, 2010, 04:30:16 PM
I can't erase water. I think it might have been corrupted in download but, I downloaded it 5 more time (Erasing the install log and register) and still, I could not erase water. Is it my fault or is it a bug?
Title: Re: New TE Bugs
Post by: GunRunner82 on February 15, 2010, 11:54:55 AM
Being new to map making, I have only one real bug, but it is a big one. (http://i440.photobucket.com/albums/qq122/GunRunr82/AH-TE.jpg)
The black circle shows this problem clearly. I have attempted to close down TE and reopen. Deleted TE, reinstalled, nothing works.  :joystick: any help would be appreciated.


OS: Vista Ultimate Upgrade
Ram: 4 Gigs
CPU: AMD Phenom 9600 Quad-Core Processor ~2.3GHz
Video: ATI Radeon HD 4890
Title: Re: New TE Bugs
Post by: USRanger on March 30, 2010, 05:10:48 PM
I cannot get custom terrain textures to work with the European (defset1) set.  The custom tiles only show up when I am using the default Pacific set.  As soon as I drop the defset1 file into my terrain folder, I only get the default European textures, take it out & I get my custom textures, but with the pacific clutter set (which I do not want).  Any advice? :headscratch:
Title: Re: New TE Bugs
Post by: mrmidi on March 30, 2010, 07:45:07 PM
Ranger are you sure you are naming them right?

There are 2 different texture sets, one for the PTO set and one for the ETO set that is active when the defset.txt file is added.

File names are as follows:

ntt0000.bmp - ntt0012.bmp PTO textures.

ntt1000.bmp - ntt1012.bmp are ETO textures.

 :salute
midi
Title: Re: New TE Bugs
Post by: USRanger on March 30, 2010, 08:03:25 PM
There's my mistake.  Thank ya midi bro. :salute
Title: Re: New TE Bugs
Post by: mrmidi on March 30, 2010, 08:32:28 PM
 np Ranger  :aok

 :salute
midi
Title: Re: New TE Bugs
Post by: JonDoe999 on April 05, 2010, 07:22:25 AM
Can't make the land at all. It crashes after a minute. I followed http://www.mrmidi.net/dloads/AH/AHEDTUT.pdf (http://www.mrmidi.net/dloads/AH/AHEDTUT.pdf)
32 MB Video Card ACTUAL NAME
Dell Tower Windows Xp.
37.2 GB RAM.
Title: Re: New TE Bugs
Post by: Easyscor on April 05, 2010, 03:42:45 PM
One of my custom bases suddenly stopped working and I tracked it down to the "pond2" shape I installed in the OE.

pond2 caused a CTD in the current version, 2.18 p4, on my rig. All is good again after I removed it.
Title: Re: New TE Bugs
Post by: JonDoe999 on April 23, 2010, 03:38:17 PM
Actually, my bad. I have a 126 Video Card and a 4 GB Storage. Damn my screw. :furious :rofl :lol :O :D :uhoh :eek: :salute
Title: Re: New TE Bugs
Post by: cooldued on November 08, 2010, 12:25:51 AM
every time i try to hit new terrain it sends me to open terrain dose this happen to anyone other then me?

[edit] never mind i was trying it and now i got it. it should say something in that walkthrough.  :salute
Title: Re: New TE Bugs
Post by: kanttori on November 15, 2010, 01:28:26 AM
There is a small snapping bug. When you have a Snap function "On", your cross cursor is pointing exactly to the middle of the mile square (with snap value 2640), it is ok. But the object's center point is coming there where you clicked the square mile's middle area. It looks that the cliking is exactly in the center point (because of the snap), but it is not working correctly.
Title: Re: New TE Bugs
Post by: kanttori on December 01, 2010, 06:42:53 AM
That snapping problem which I mentioned earlier is a Terrain Editor bug.

Object Editor has one very uncomfortable feature or a bug: when you use sub groups which are build from different shapes they become invisible when you look them closer. For ex. I have built different subgroups of buidings and use them in my town tiles. Fixing them to their positions is sometimes very difficult, because you can't look them nearby.