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Re: Building a map, start of a project, help will be needed

1 year 1 week ago - 1 year 1 week ago #31 by 52ndOx

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  • Where do you read those roads values? In the bmp?

    Yes. It is the value when clicking on the bmp with a colour picker.

    If you open pr6 and click on Edit>Colormap or Edit>texture generator, you can see to what texture the RGB refers

    I already looked there as I know we are using splatting. But nothing seemed defined. I'll look again.

    The darker and pure you make a colour, the darker and less faded will be the texture.

    So it is a transparency effect, like an alpha channel. OK.

    If the Colors are not defined - they will produce an Error - that can be viewed in the (Log) file

    Thats what I thought, but there are no errors, and the map works, even though there are unreferenced values.

    But different shades of RGB will still draw the texture that you assign to it, but it will NOT draw it with the same intensity

    Yes, it is an alpha effect. I think I got it. Need to experiment a bit.

    The texture that is assigned here!

    Yes. I looked there but couldn't see where to assign the colour to the texture. Now I see its a height range, and those ranges dont overlap. But most of the textures are just 0 to 0, so its still a bit unclear.

    Thanks both!
    Last edit: 1 year 1 week ago by 52ndOx.
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    1 year 1 week ago #32 by 52ndOx

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  • No, that's not it.

    The Splat texture settings allow height range (for selectiing different grass at different heights for example), and UV offsets that determine which textures are drawn on top of which, but how do you see which colours on the RGB maps are assigned to each texture?

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    1 year 1 week ago - 1 year 1 week ago #33 by Biondo

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  • In the screenshot posted by davinci you can see Dirtfield, water, rocks and then rgb1

    This means in rgb1

    Dirtfield red
    Water green
    Rocks blue

    Then go on on the other three textures.

    I suggest to write down somewhere all the 12 textures divided by the four RGB for quick reference when you are modifying rgb
    Last edit: 1 year 1 week ago by Biondo.
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    1 year 1 week ago - 1 year 1 week ago #34 by 52ndOx

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  • Biondo wrote: In the screenshot posted by davinci you can see Dirtfield, water, rocks and then rgb1

    This means in rgb1

    Dirtfield red
    Water green
    Rocks blue

    Then go on on the other three textures.

    I suggest to write down somewhere all the 12 textures divided by the four RGB for quick reference when you are modifying rgb


    Bingo!
    So it looks like the ath file is not used on this map?


    EDIT: I am dumb. The 3 files are before not after in the listing. Thanks!!!
    Last edit: 1 year 1 week ago by 52ndOx.
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    1 year 1 week ago #35 by Davinci

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  • 52ndOx wrote: The 3 files are before not after in the listing. Thanks!!!

    Correct!
    0 Red
    1 Green
    2 Blue
    3 The Red, Green, Blue - assigned to the RGB1 file Only.

    This is how the PR6 - knows which texture is assigned to which Color.

    It is probably easier to leave the U Scale , V Scale - and the U Offset and V Offset - values at ( O ), or their default values.

    Now, the Height Range - I am not sure if these values really matter, other map Makers might have a different answer pertaining to these values.

    But, if you choose to use them it works something like this.
    0 Red - Height Range 0 - 8191
    1 Green - Height Range 8192 - 16383
    2 Blue - Height Range 16384 - 32767
    3 RGB1 - Height Range 32768 - 65535

    You would then repeat the same numbers for the other RGB files.

    I have never seen exactly what these values do if used, or Not used!

    davinci

    The only true logic is that, there is no true logic!
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    1 year 1 week ago #36 by 52ndOx

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  • Little problem.

    Made a few edits on a couple of RGBs.
    Loaded the files into Lstudio, everything looks fine.
    Recompiled the lsl and dropped it into MyMod/Maps.
    Ran a sandbox with my map.

    PR: (ERROR) E_OUTOFMEMORY MakeVertexBuffer

    :dry:

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    1 year 1 week ago #37 by Biondo

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  • Could you have a look at sowwl.log in your documents folder?

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    1 year 1 week ago #38 by 52ndOx

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  • Could you have a look at sowwl.log in your documents folder?

    Thats where I found the error message.

    19:18:05 Reading Key: SOFTWARE\NorbSoftDev\SOWWL
    19:18:06 Mod: D:\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\MyMod
    19:18:06 Mod: D:\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\Expanded Toolbar VIII - Grog
    19:18:06 Loading SandBox
    19:18:06 Load your muskets...
    19:18:06 19:18:06
    19:18:06 Loading SandBox
    19:18:06 Loading Map (TM1)
    19:18:13 PR: (ERROR) E_OUTOFMEMORY MakeVertexBuffer


    The lsl is much bigger now because I made the 4 RGBs all 2048p to match the bmp.
    Maybe thats why they where smaller before.

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    1 year 1 week ago #39 by Biondo

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  • Did you already changed the four RGB files before this problem?

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    1 year 1 week ago - 1 year 1 week ago #40 by 52ndOx

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  • Yes. If I change any of the 4 rgbs and compile the lsl with no other changes I get this error.
    I am compiling with Davincis method of updating the files with LibEdit, but it is the same with Lstudios compile option.

    If I edit a rgb and save it gets bigger. Thats the problem with jpgs. SOW doesn't seem to like it.
    Last edit: 1 year 1 week ago by 52ndOx.

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    1 year 1 week ago #41 by Biondo

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  • What program are you using?

    If I remember correctly, I had problems using gimp for save sow jpgs.

    With Paint.net I have no issue

    Conversely I have issue with paint.net when I save the bmp file (from what I've understood, paint.net can't save real grayscale)

    Maybe someone here is using your same program and can help you figuring out what's the problem
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    1 year 1 week ago - 1 year 1 week ago #42 by 52ndOx

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  • Yes it is Gimp.
    It must be something to do with the format of the saved jpgs.
    Using the original ones is fine even with all the names changed and located in my mod.

    There are lots of quality and compression options, and also progressive or not. :unsure:
    Last edit: 1 year 1 week ago by 52ndOx.

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    1 year 1 week ago #43 by Biondo

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  • 52ndOx wrote: It must be something to do with the format of the saved jpgs.


    I think the same. I'm waiting too for someone with a solution. :whistle:

    If you want you can try to download paint.net, it's free and in some way simpler than gimp.
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    1 year 1 week ago #44 by 52ndOx

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  • I tried saving one of the rgbs from Paint-net 4.2 and got the same error.

    What quality settings do you use?

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    1 year 1 week ago #45 by Biondo

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  • The quality setting is on 100%

    paint.net 4.1.6

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    1 year 1 week ago #46 by Davinci

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  • That Error will appear if the files are Not all Saved Correctly in the LStudio.

    Try going back into the LStudio and load the Map files back up by viewing them, you know moving the camera around to see if everything works in the PR6.

    Click Save.
    Exit LStudio
    Open LibEdit
    Drag the MapName.lsl into the LibEdit
    Click Action
    Select Add \ Update
    Navigate to the Folder that has the Map Files in the NSDTools Directory - mine is PR6\Directory
    Select All of the Files
    Click Open
    Check to see if the New ( lsl ) has a different size to it from being updated.
    Place the ( lsl ) into the Game to test.

    davinci

    The only true logic is that, there is no true logic!
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    1 year 1 week ago #47 by Davinci

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  • 52ndOx wrote: If I edit a rgb and save it gets bigger. Thats the problem with jpgs. SOW doesn't seem to like it.

    The File Size will Not cause that Error!

    Look at the Size that My four Jpeg files are, all saved at 4096x4096



    davinci

    The only true logic is that, there is no true logic!
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    1 year 1 week ago #48 by 52ndOx

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  • Click Save

    One tiny mistake :blush:

    OK, the map loads now but there are a whole load of bad grayscale errors.
    I have made a single change to the bmp, but the error seems format again. 8b 256 shade right?

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    1 year 1 week ago #49 by Davinci

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  • Are all of the Greyscale Color Errors the same Number, or different Numbers?

    davinci

    The only true logic is that, there is no true logic!

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    1 year 1 week ago - 1 year 1 week ago #50 by 52ndOx

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  • Mostly 11, but a few of pretty much everything 1-20. Nothing bigger.
    All over the file.
    There are still 18 unique colours like there were before my edit.

    135,000 errors, lol.
    Last edit: 1 year 1 week ago by 52ndOx.

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    1 year 1 week ago #51 by Davinci

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  • 52ndOx wrote: Mostly 11, but a few of pretty much everything 1-20. Nothing bigger.
    All over the file.
    There are still 18 unique colours like there were before my edit.

    OK, as long as none of the errors Conflict with the Road-System - You can come back to them later.

    You can Also assign the Greyscale Color 11 into the MapName.csv - which will Validate them as Acceptable.

    52ndOx wrote: 135,000 errors, lol.

    Yes, The Game does a very good job of counting all of the Greyscale Errors!

    But, it's good that this happened, so that you are now aware of this type of error.

    Keep At It - You now know more than you did yesterday, and less than you will know tomorrow!

    davinci

    The only true logic is that, there is no true logic!
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    1 year 1 week ago #52 by 52ndOx

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  • Thats true!

    Its another tricky little hurdle. I start with an 18 colour grayscale bit map, draw a small area in one of the 18 colours, save the bitmap (tried both grayscale and indexed).
    There are still 18 colours in my new image, but now 130,000 pixels that the game dosen't like. :P

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    1 year 1 week ago #53 by Davinci

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  • Can you Compress the bmp and load it here?

    davinci

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    1 year 1 week ago - 1 year 1 week ago #54 by 52ndOx

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  • I saved it using another app (IrfanView) and avoided the errors.

    Might not seem like much, but after 2 days, 54 posts, and with lots of help:

    Before


    After
    Last edit: 1 year 1 week ago by 52ndOx.
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    1 year 1 week ago #55 by Davinci

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  • 52ndOx wrote: Might not seem like much, but after 2 days, 54 posts, and with lots of help:

    Looks Good!

    We have All been there when We first started Modding the Maps, So as long as You continue it will pay off in the end!

    davinci

    The only true logic is that, there is no true logic!
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    1 year 1 week ago #56 by Davinci

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  • When Placing down fences the Camera might need to be slowed down - Adjust the [ Movement Scale ] from the Menu listed in the Photo.



    davinci

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    1 year 1 week ago - 1 year 1 week ago #57 by Biondo

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  • In the pr6 Waterloo version you can hold down left Ctrl and left mouse button to make small position adjustments. You can also make small rotating adjustments. The two buttons to switch the two modes are the fourth and fifth from the left of the toolbar.

    Davinci, I tried to adjust movement scale but nothing changes. What value do you use?
    Last edit: 1 year 1 week ago by Biondo.
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    1 year 1 week ago - 1 year 1 week ago #58 by 52ndOx

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  • A status update with what I have learned so far with help from Biondo and especially Davinci.
    There may well be errors in here too.

    Some of this might seem obvious, but not to a beginner like me.

    General notes about the PR suite.
    • In the current SDK the program is installed in NSDTools rather than PR6.
    • The splat file used to start Lstudio is just a simple text file with the absolute path to your level. You can make your own.
    • For me Lstudio has to be run as admin.
    • Although the compile function mostly works, updating the files in LibEdit seems more reliable.
    • If compile is to be used a folder CompiledLevels has to be created in the root. It is a workspace.
    • For me LibEdit has to be run as Admin otherwise all libraries appear as password protected.
    • If you make changes to files, load them in Lstudio and check before updating in LibEdit. Remember to save in Lstudio before closing.
    • The 4 RGBs can have 3 textures each. The textures are defined in Lstudio texture generation. So max 12 on the map
    • The list is in form tex1, tex2, tex3, rgby, where 1,2,3 are r,g,b in rgb file y.
    • Using non pure primary colours is ok, it results in levels of transparency for that texture.
    • The 4 RGBs don't need to be discrete. If a coordinate has several textures they are blended.
    • World navigation mouse commands don't work in Lstudio. There are undocumented keyboard shortcuts. I found them just by trying different keys.

    Notes about file formats when saving.
    • The software is very sensitive to formats. Not any old jpg, bmp or tga will do.
    • My preferred image editor is Gimp but there are limitations about how it saves, these depend on version and installed plugins.
    • Gimp's jpgs seem ok for PR's RGB files. I thought they weren't but it just my error.
    • Gimp's bmp are not configurable so the map.bmp is loadable by SOW. I copy (not save) them to IrfanView and save as 8b grayscale from there.
    • Gimp's tga is not good for height map, neither IrfanViews. I copy (not save) them to Paint.net and save as 24b tga from there.
    • So all editing is OK in Gimp, but actually saving the results involves using other image editors.

    Other notes
    • The map has to be a mod. It can't go into the games base/maps. This was not obvious to me.
    • The mod has to have a main folder with maps as a sub-folder.
    • The terrain defs in the map.csv have actually no effect on how the ground looks (except for placing vegetation sprites etc). They only tell the game how units can move and fight. The actual textures come only from PR.
    Last edit: 1 year 1 week ago by 52ndOx.
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    1 year 1 week ago #59 by Davinci

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  • Biondo wrote: In the pr6 Waterloo version you can hold down left Ctrl and left mouse button to make small position adjustments. You can also make small rotating adjustments. The two buttons to switch the two modes are the fourth and fifth from the left of the toolbar.

    Davinci, I tried to adjust movement scale but nothing changes. What value do you use?


    If You use 2.000000 CTRL + RMouse button - and align two fences together, and then test the values by using 0.020000

    You get the same results?

    I see a drastic difference in those two settings.

    Answer to your Question - I use the values of 2.000000

    davinci

    The only true logic is that, there is no true logic!
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    1 year 1 week ago #60 by Biondo

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  • It works fine!

    I had 3.00 and changed to 2.00 so probably I did'nt saw much difference but went to 0.02 and 10.00 and I can see better the difference.

    Also discovered that both L-Ctrl+LMB and L-Ctrl and RMB works to move buildings

    Thanks davinci ;)
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