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

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52ndOx
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Re: Building a map, start of a project, help will be needed

Post by 52ndOx »

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 edited by 52ndOx on Sun Jul 28, 2019 8:04 pm, edited 1 time in total.
52ndOx
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Re: Building a map, start of a project, help will be needed

Post by 52ndOx »

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

Post by Biondo »

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 edited by Biondo on Sun Jul 28, 2019 8:32 pm, edited 1 time in total.
52ndOx
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Re: Building a map, start of a project, help will be needed

Post by 52ndOx »

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?
Image

EDIT: I am dumb. The 3 files are before not after in the listing. Thanks!!!
Last edited by 52ndOx on Sun Jul 28, 2019 8:48 pm, edited 1 time in total.
Davinci
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Re: Building a map, start of a project, help will be needed

Post by Davinci »

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!
52ndOx
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Re: Building a map, start of a project, help will be needed

Post by 52ndOx »

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

Post by Biondo »

Could you have a look at sowwl.log in your documents folder?
52ndOx
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Re: Building a map, start of a project, help will be needed

Post by 52ndOx »

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

Post by Biondo »

Did you already changed the four RGB files before this problem?
52ndOx
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Re: Building a map, start of a project, help will be needed

Post by 52ndOx »

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 edited by 52ndOx on Mon Jul 29, 2019 1:39 am, edited 1 time in total.
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