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CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Aug 19, 2011 9:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

So there's a new version? With GUI?

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zzattack
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PostPosted: Thu Nov 03, 2011 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Speeder
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Joined: 03 Sep 2004
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PostPosted: Thu Nov 03, 2011 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

It seems it absolutely ignores lighting settings on a map.

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Ixith
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Joined: 12 Apr 2006
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PostPosted: Tue Dec 06, 2011 3:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I just dled it (after not seeing this for a long while) installed, and tried some TS/FS maps of mine and can't seem to get it to work. =/ not sure why.

I've tried changing the Mix files path so it looks for TS mix files but it seems to always want RA2 ones and if it doesnt find them it 'aborts' the process. But when i leave it for the RA2 mix files, it always fails the rendering process on me. I've also tried using the 'force TS' and 'force FS' options but to no avail. Also tried running as admin to see if that made a difference as it does on many other programs. but that didn't do any good either. Perhaps someone can tell me what i'm doing wrong? lol

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wiwimax
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PostPosted: Sat Sep 29, 2018 8:37 pm    Post subject:  [UPDATED] RA2/TS Map Renderer v2.3.0 Reply with quote  Mark this post and the followings unread


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G-E
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Joined: 09 Feb 2015

PostPosted: Sat Sep 29, 2018 9:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does it still have the --fixup-tiles ?

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MadHQ
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PostPosted: Sat Sep 29, 2018 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does this still only require .net 4.0?

I am trying to install this on linux mint... I have .net installed but the GUI still is not launching.

So, I am wondering what else could be required.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sun Sep 30, 2018 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread




CNCMaps_2.3.1.0_20170806.7z
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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Nov 21, 2018 5:15 am    Post subject: Reply with quote  Mark this post and the followings unread

I downgraded video card to a lowly GTX550ti and I'm getting:
Code:
[Info] Initializing voxel renderer
[Debug] Initializing DrawingSurface with dimensions (400,400), pixel format Format32bppArgb
[Debug] GL context created
[Debug] GL functions loaded
[Error] Failed to initialize framebuffers. Voxels will not be rendered. Exception: System.EntryPointNotFoundException: Unable to find an entry point named 'glGenFramebuffersEXT' in DLL 'opengl32.dll'.
   at OpenTK.Graphics.OpenGL.GL.Core.GenFramebuffersEXT(Int32 n, UInt32* framebuffers)
   at OpenTK.Graphics.OpenGL.GL.Ext.GenFramebuffers(Int32 n, Int32& framebuffers)
   at CNCMaps.Engine.Rendering.VxlRenderer.SetupFramebuffer() in C:\ccmaps-net-master\CNCMaps.Engine\Rendering\VxlRenderer.cs:line 402
[Warn] Not rendering SONOMA.vxl because no OpenGL context could be obtained
[Warn] Not rendering SCOOBIE.vxl because no OpenGL context could be obtained
[Warn] Not rendering SMWAGON.vxl because no OpenGL context could be obtained
[Warn] Not rendering HATCH.vxl because no OpenGL context could be obtained
...

I've built the latest from source from github, and I know for a fact this used to work before I upgraded video card earlier this year. More to the point I know the driver/card supports OpenGL 4.6...

Any ideas?

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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Nov 21, 2018 5:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Found this unrelated when searching for the error, seems you need to try both:
Quote:
If the OpenGL version is >= 3.0 (in this version the FBO extension was added to the core), then you can use wglGetProcAddress("glGenFramebuffers");.

--Tobi

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E1 Elite
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PostPosted: Wed Nov 21, 2018 11:21 am    Post subject: Reply with quote  Mark this post and the followings unread

At line 402 in CNCMaps.Engine\Rendering\VxlRenderer.cs, it is a standard call to OpenTK lib which in turn calls the underlying opengl.

You should update opengl32.dll/graphics card driver.

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Bittah Commander
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PostPosted: Wed Nov 21, 2018 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's a shame that this won't read its settings from its own folder anymore... This removes the possibility to include it with mods and specify the specific settings that mod needs in advance, which would've been the only way to make it usable with mods because we can't expect that casual mappers will be able to to figure out all necessary settings for themselves.

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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Nov 21, 2018 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
At line 402 in CNCMaps.Engine\Rendering\VxlRenderer.cs, it is a standard call to OpenTK lib which in turn calls the underlying opengl.

You should update opengl32.dll/graphics card driver.

I am using the latest driver.... I suspect it worked before because I used an older driver.

Who linked OpenTK, and is there another way to update that?

*EDIT: I just downloaded OpenTK 1.1.5 and GL4.cs uses glGenFramebuffers whereas GL.cs uses glGenFramebuffersEXT...



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E1 Elite
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PostPosted: Thu Nov 22, 2018 10:11 am    Post subject: Reply with quote  Mark this post and the followings unread

@G-E: Checked now. It works with older nVidia driver (I use v350.12 on Win7) but did not work with the latest driver.

@Bittah Commander: If you see advantage with the newer version, it can be compiled with the needed UI settings for mods. CNCMaps.Renderer.GUI\Properties\Settings.settings has the default settings. When the user runs it for the first time, it creates a user.config file in C:\Users\<username>\AppData\Local\CNCMaps\... based on the compile time settings. The modconfig.xml is still picked up from the app folder. If you want to try, attaching the builds with the current modconfig.xml from DTA, TI and TSClient with UI settings set as in the mods.



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G-E
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Joined: 09 Feb 2015

PostPosted: Thu Nov 22, 2018 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok so my low-effort attempt to integrate it with the map renderer sources didn't work, OpenTK needs to be compiled with MESA to be linked... it says missing namespace.

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G-E
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PostPosted: Sat Nov 24, 2018 10:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Soooo0o00ooo can someone recompile everything with the latest OpenTK ?

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Starkku
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Joined: 28 Dec 2007
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PostPosted: Sat Nov 24, 2018 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think I fixed the problem with the DLL & voxel rendering alongside some other things over a year ago but never got around to committing the changes to a repo. I did now though (after figuring my way through some messed up stuff with line endings I believe), see if the one I linked below does the trick.

Download Installer
Source can be found here.

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G-E
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Joined: 09 Feb 2015

PostPosted: Sat Nov 24, 2018 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks! Works!

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E1 Elite
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PostPosted: Tue Feb 19, 2019 7:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated Map renderer.

Changes (2019-02-19):
- Tiles and IsoMapPack5 datatype corrected and reading those from map file improved. It can handle maps with compressed IsoMapPack5, get ice growth info etc.
- SHP vehicles are now rendered properly with base, turret or barrel etc. with correct facings like the TS Titan SHP unit. (no 32 facing support)
- Fix-tiles now also checks for existence of the subtile index in a tile.
- Tiles/Cells with Ice growth option set can now be viewed as there is no option to view those in FinalSun. (used in TS snow maps)
- Enabled the debug (diagnostic) window for release versions also with additional details and improvements.
- Option provided to use the input map filename itself for output image filenames.
- Building SHP turrets set with Image= in art.ini are now rendered like in TS Nod SAM turret.
- Building upgrades improved, now it works even with Image= usage in art.ini like in TS for upgrades of Component tower.

With updated OpenTK library needed for bugfix of voxel rendering on newer graphics card drivers, already non functional OSMesa support is now removed, so also are the hardware / software rendering options.

Attachment contains a generic version and a TSClient version with the pre-set UI settings. Source code is included. Base source is taken from Starkku's update (20181219). Original Source by zzattack.



CNCMaps_20190219.7z
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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Mar 08, 2019 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just an idea, but it could be handy to have a companion util that can do batch rendering and insertion. Rather than have to choose files and names, set the options, just choose a source (and optionally destination) dir, reusing the options selected in the main renderer last since that's already available.

The log window in the util could show a simple success/fail message for each map completed, since they only take seconds each anyway.

***

Also a useful request, a fix overlays to go with the fix tiles feature. A map using missing overlays will crash the game, and since the FA2 id can easily be hidden by other elements, manually tracking it down can be impossible without removing them all.

I see a good way to handle this:
- if the frame of the overlay is missing, replace it with the first frame
- if the overlay is missing, remove it

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E1 Elite
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PostPosted: Fri Mar 08, 2019 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

The UI is not built with batch in mind, won't recommend to use fix-tiles for every map or use preview window in batch etc. and same options may not fit for all files in a folder. For batch, there is command line tool CNCMaps.Renderer.exe.

Missing overlay/frames fix is possible but how do you even create missing overlays or its frames? In most cases you would know which overlays were removed or have changed places in OverlayTypes list, for such cases Starkku's MapTool would be a better choice to replace those instead of removing which is a loss of information.

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G-E
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Joined: 09 Feb 2015

PostPosted: Sat Mar 09, 2019 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
The UI is not built with batch in mind, won't recommend to use fix-tiles for every map or use preview window in batch etc. and same options may not fit for all files in a folder. For batch, there is command line tool CNCMaps.Renderer.exe.

Yes I was envisioning a separate gui program to run the commandline renderer repeatedly with the correct switches. Not modifying the main renderer tools.
E1 Elite wrote:
Missing overlay/frames fix is possible but how do you even create missing overlays or its frames? In most cases you would know which overlays were removed or have changed places in OverlayTypes list, for such cases Starkku's MapTool would be a better choice to replace those instead of removing which is a loss of information.

Simple, either when importing maps from another mod, or even if like me you've shuffled around items between overlay and terrain objects, or as you said just moving to another index. As a real world example, HG_SCIPCION was importing some of my maps, and after fixing the expected terrain glitches, it would still crash, with no way to pinpoint precisely where. Removing the OverlayPack to get all the rocks and junk he didn't have fixed that, but then lost all my detailing.

I'm not suggesting this is some huge problem, but it is similar in scope to the tileset glitches.

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E1 Elite
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PostPosted: Sat Mar 09, 2019 6:29 am    Post subject: Reply with quote  Mark this post and the followings unread

When the info is available of what has changed in the overlay types list, MapTool is the best option available. From what you mentioned, it doesn't even requires overlay frame changes. Just number your OverlayTypes list with 0-based index. Then make overlay profiles for MapTool which would be easy and apply it to get correct replacements or removal. I could help as an example if the needed mods are made available.

If an overlay frame is missing, it means most likely that overlay has changed and if it is set to its first frame of that overlay, you could end up changing a passable overlay into a rock type overlay, then you have to remove all those manually. Or worse, like in the low bridge overlays, the first frame is invisible, so you won't even know if any overlay exists on a cell. It would be better to remove that overlay itself making that also a removal case.

Even the fix-tiles doesn't actually fix if one thing is replaced with another, it only removes if something is non-existent. It should be used as a last resort when nothing else is possible.

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G-E
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Joined: 09 Feb 2015

PostPosted: Sat Mar 09, 2019 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

The case that I'm suggesting is one where you don't know precisely what changed. Let's say I updated all but one map for an overlay change, and I don't test it until much later, I have no idea what is wrong.

Just like the fix tiles option, the point isn't to change it to what I want, just to make it work.

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E1 Elite
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PostPosted: Sun Mar 10, 2019 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

This overlay fix suggestion is unclean which allows shadow frames, invisible frames and passable overlays becoming impassable etc. to be valid. Unlike tiles, overlays can have these type of invisible/shadow frames and also have logic associated with it. Just to make it work with messed-up overlays is no fix at all. With such a feature every newbie would want to fix their maps with a single click of a button which this feature won't do and end up with problems that they can't fix.

Right approach would be to create conversion profiles for MapTool when shuffling overlays or when converting maps between mods. In case of not knowing which overlays changed, could create profile to remove the added or modified overlay types.

OverlayTypes list in rules(md).ini can be correctly numbered with 0-based index. There are only 0 to max 254 overlay IDs, out of which hardcoded stuffs of tiberium, bridges etc. are fixed. For MapTool, simple profiles like the following can be created to remove the extra or modified overlay types :

[OverlayRules]
220|255                   ; Remove a single overlay type from the map
224-254|255-255    ; Remove a range of overlay types from the map

Even if unknowingly a few additional overlay types gets removed, those can be made again with map editors.

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G-E
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PostPosted: Sun Mar 10, 2019 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

You clearly don't understand, there is no way to know which or where the problem is, it is often invisible, and the only solution then is to remove ALL the overlays. And again to repeat for the 7th time, I'm not suggesting this is a daily useful feature, this is to fix a corrupted map that crashes. It is not for a scenario where you know what the overlays and ids and changes are.

You also seem confused about this shadow thing, that's not a serious problem that can't be caught and fixed, likely you have a visual artifact at the spot too. My suggested fix of replacing with frame 1 bypasses any need to know if there's a shadow or not.

In my own mod I have shuffled around things numerous times, and I've done a good job updating maps that I was aware used them, but on a couple instances I missed. The workaround is a lot of work that could be reduced to a few seconds with such a feature.

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E1 Elite
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PostPosted: Mon Mar 11, 2019 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

A typical case where the problem would happen is that say a 40 frame overlay was converted to a 20 frame overlay. Now in the map, the first 20 frames would use the new overlay and the next 20 frames would not have any graphics. The right approach is to remove this overlay type itself from the map as opposed to having those first 20 frames in the map and then trying to remove those manually in the map editor which might contain invisible/shadow frames etc.. The same problem would happen by replacing a missing frame with the 1st frame also. In the cases where the new overlay has equal or more frames, such overlays should also be removed from the map and this suggested feature would do nothing.

Even knowing that this renderer tool could use vast amount of improvements and I had to stop after a week for the lack of time. I can't get into this feature right now for its very little usefulness.

You could share the problematic maps. Or use the following MapTool profile to try fix your maps:

[OverlayRules]
4-6|255-255
39-58|255-255        ; Tracks renamed as Turks
61-62|255-255
243-254|255-255

The range could be expanded if you have touched other slots also. I can't check the files with the way your mix files are packed.

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G-E
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PostPosted: Wed Mar 13, 2019 4:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't have any current problem maps, it's a request because of how much of a pain it is to fix without knowing what changed.

Your example of less frames is a good one, the problem is removing them can be nearly impossible inside FA2. So while it sounds nice in theory, in practice it can take hours of scouring, guessing, testing, and even revisiting over multiple days, while having the repair feature would take 1min at most.

I know you're trying to link my statements to something going on you could recommend an alternative fix for, but there isn't. I haven't yet used the tracks on a map beyond testing, and I won't implement them until I've fully mapped out the changes I have planned. As for other overlays, I plan to add a lot more via frames before using up more slots.

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E1 Elite
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PostPosted: Wed Mar 13, 2019 10:28 am    Post subject: Reply with quote  Mark this post and the followings unread

I suppose this discussion is all about I will say a clean solution is not possible with this tool with the available inputs and MapTool can fix it. And you are supposed to say MapTool can't fix it (even without trying when a solution is given) but a supposed feature in this tool will fix it. And then repeat.

When I download your latest mod, spend a few minutes to re-order OverlayTypes from your rules.ini, compare with vanilla game and give you a MapTool profile that could have solved your problem in a minute, you are inconsiderate about that. And now you say that you don't have any problematic maps. That comment in the profile line about tracks was to give an idea that those overlay IDs belong to the train track slots. Other 3 lines are the noticed name changes when compared to the vanilla rules.ini.

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G-E
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PostPosted: Wed Mar 13, 2019 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're being dense, I was asking about a feature that I don't require right now, but I would like to have in anticipation of upcoming changes, because of experiences I had in the past. My mod is irrelevant to that discussion, as are my overlay names.

MapTool cannot fix the scenario I was giving, where we don't know what is different in the list, and can't necessarily find it on the map. Since the problem causes a hard crash, not just a graphic glitch, it falls into the category of "fix" just as the fix tiles feature does.

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PostPosted: Sat Mar 23, 2019 9:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated Map renderer (includes 2019-02-19 changes).

Changes (2019-03-23):
- Mix file loading corrections.
- Added fix overlays option which removes missing overlays from the map.
- Added compress IsoMapPack5 section option.
- Added map backup option. Creates backup file when map is modified with preview injection/fixup tiles/fix overlays/compress tiles pack.
- Browse to open map will use last opened folder for most part.

Attachment contains a generic version, a TSClient version with the pre-set UI settings and source code.



CNCMaps_20190323.7z
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PostPosted: Tue Jun 18, 2019 12:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated Map renderer (includes previous changes).

Changes ( 2019-06-18 ):
- Added show tunnel path lines option.
- Components are made optional. Either generate PNG/JPEG/Thumbnail or use modify map features or use preview window.
- Few UI changes, clear button for log and main application remembers its location.

Notes on show tunnel lines option: With the last version of FinalSun not showing tunnel lines, this feature allows to visually verify tunnel plottings in maps. Tunnel lines are drawn for both to and fro between the tunnel ends and missing directional entries are shown with dashed lines. It comes with additional option to raise the drawing of tunnel lines by 4 cells which makes it look better with the tunnel entrance graphics. This option can be unchecked when using it on flat maps.

Attachment contains a generic version, a TSClient version with the pre-set UI settings and source code.



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Crimsonum
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PostPosted: Tue Jun 25, 2019 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

The tunnel lines option is great, well done. I immediately found some left-over and overlapping tunnels in my map that might've caused problems.

Personally I think it's best to keep the tunnel lines at ground level, especially since the back entrance has no visible exterior, so the floating lines look misplaced.

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PostPosted: Tue Jun 25, 2019 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the appreciation. If you uncheck the Raise the tunnel lines height option, it will show it lowered.

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Bittah Commander
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PostPosted: Tue Jun 25, 2019 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is it already possible to make the map renderer not randomize tiberium patches and also support units (with turrets) with 32 facings?

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E1 Elite
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PostPosted: Wed Jun 26, 2019 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

There is logic for disabling the tiberium randomization but the modconfig UI doesn't work properly. I have added the value to DTA's modconfig.xml file, check if it works. In case there is no change, clear the folder at C:\users\<username>\AppData\Local\CNCMaps\ and try.

I thought about the 32-facing SHP turreted units when I touched the facing part, it needs some effort so left it for another day. Currently, the tool doesn't support that.



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Tuc0
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PostPosted: Wed Jun 26, 2019 10:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Would it be possible to add "Tunnel roof" option to additionally place roofs on tunnel positions?

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PostPosted: Wed Jun 26, 2019 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
There is logic for disabling the tiberium randomization but the modconfig UI doesn't work properly. I have added the value to DTA's modconfig.xml file, check if it works.

Awesome, it's no longer mixing up the gems. Thanks.
I noticed that the renderer is remapping some of the tiberium's colors even though it's tiberium actually isn't remapable in DTA; can this also be disabled?
E1 Elite wrote:
I thought about the 32-facing SHP turreted units when I touched the facing part, it needs some effort so left it for another day. Currently, the tool doesn't support that.

I assume that the problem is that with turreted units the turret's frames come before the chassis. Would a solution for this be for me to create a mix file just for the renderer containing unit SHPs with the chassis frames placed before those of the turret or am I better off waiting for you to have a go at it?

Another suggestion I'd make is for the renderer to automatically convert walls to overlay and also display the correct angle like the game would so that they won't appear like in the attached image.



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E1 Elite
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Joined: 28 May 2013

PostPosted: Wed Jun 26, 2019 1:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

After I saw the DTA's SHPs like 4TNK and 4TNKE having chassis frames before and after the turret frames, now I am not sure on how the correct turret frame number is calculated from the available art.ini entries of StartStandFrame, StandingFrames etc., can you clarify? I did the changes last time based on the vanilla TS cases. In the tool, it is currently hardcoded for 8 facings only, have yet to check where and all it affects. I have yet to find a YR SHP unit with 32 facing having turret to test. Ares enabled 32 facing SHP start with frame at north and TS starts with north-east. So, this would need some effort, after it becomes clear on the calculation.

Currently tiberium is remapped based on TS/FS engine. Probably a parameter could be provided to disable it.

Wall replacement would be pretty difficult, it has to be coded like the game, being aware of the objects on the adjoining cells.

@Tuc0: Animation sections like the tunnel top from the terrain INI file is read in the tool but no further processing is done. Can't get into it with limited time.

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Lin Kuei Ominae
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PostPosted: Wed Jun 26, 2019 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is because FinalSun still needs the 8 facings before the turretframes.
Ingame the game uses only the 32 facing frames after the turretframes.

Framenumber isn't calculated at all. It's the value that stands in art.ini for the Start*Frame keys.

The game's only hardcoded frame is the start for the turretframes, which is still calculated like an 8 facing unit, by using StartTurretFrame= 8*WalkingFrames.
With only 1 walkingframe, the turret frames have to start at frame 8 (0-7 as the 8 facings for 1 walkframe)

If you have 3 walkingframes (like the DTA mammothtank, which also uses these for FiringFrames to get FiringSyncAnim work), the turretframes have to start at frame 24 (0-23 being 8 facing 3 frame walk frames, which can be left empty)


TS starting frame for 32 facing units is at 33,75° (3 * 11.25° instead of 0 * 11.25)
So for a north facing unit, you would take the StartStandingFrame + 29
For South facing unit, StartStandingFrame + 13

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G-E
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PostPosted: Sun Jun 30, 2019 12:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since we're talking about obscure bugs, this is a low priority one...

The start positions are rendered with some form of z-layer, that is affected by the z-data and extraimage of the cells it covers. I'm guessing the start position is modifying the tile art at those cells, and then rendering them like any normal tile on the rest of the map, thus obeying z when it shouldn't.



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E1 Elite
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PostPosted: Sun Jun 30, 2019 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Tiled start position option adds red color to the 4x4 cell's palette with 40% transparency. This is just an unnecessary complication because it operates at tile level.

Better to use the Square start position option, it just draws pixels over a completed image of the map, so no tile level operation.

Let me know on which of your map did this happen and what options were used, so I can test.

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twistedconversion
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PostPosted: Sun Jun 30, 2019 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

why is there no 3x3 tiled start position option?

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G-E
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PostPosted: Sun Jun 30, 2019 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
The Tiled start position option adds red color to the 4x4 cell's palette with 40% transparency. This is just an unnecessary complication because it operates at tile level.

Better to use the Square start position option, it just draws pixels over a completed image of the map, so no tile level operation.

Let me know on which of your map did this happen and what options were used, so I can test.

It's happening on tiles using the z-data blending method discovered by Mig Eater, but my own particular modification to the idea so that it doesn't blend over normal tiles.

In my mod those are Nuke Town and Natural Union maps., and the distortion matches up with the extraimage z-data.

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G-E
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PostPosted: Mon Jul 01, 2019 8:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Just mulling it over, perhaps the fix for my starting point z-data dithering is to discard extraimage on all the starting position cells, and flip the entire z mask to black. There should be no side effects, since you can't start on slopes or cliffs anyway.

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PostPosted: Mon Jul 01, 2019 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
There should be no side effects, since you can't start on slopes or cliffs anyway.

Just add PlaceAnywhere=yes on the ConYard and you're good #Tongue

Sorry if this is a change of subject, but I wanted to say it sooner than later:
Whenever I render maps, anything VXL is not rendered.
Not sure if this is a problem on my end with expand/vanilla MIXs, outdated renderer or something else.

See the (slightly modded) trn01t.map, which'll need the TX installed.

Also, here's what the newest renderer gives me when doing the same map:
Code:
[Info] Initializing virtual filesystem
[Info] Parsing all01umd.map
[Info] Reading map
[Debug] Reading tiles
[Debug] Read 7659 tiles
[Debug] Reading map overlay
[Debug] Read 351 overlay types
[Debug] Reading map terrain objects
[Debug] Read 50 terrain objects
[Debug] Reading map smudge objects
[Debug] Reading infantry on map
[Debug] Reading vehicles on map
[Debug] Reading aircraft on map
[Info] Aircraft section unavailable in all01umd.map
[Debug] Reading map structures
[Debug] Waypoints
[Debug] Reading tunnels
[Info] Initializing filesystem for the RedAlert2 engine
[Error] An unknown fatal exception occured: System.ArgumentException: Stream was not readable.
   at System.IO.BinaryReader..ctor(Stream input, Encoding encoding, Boolean leaveOpen)
   at CNCMaps.FileFormats.MixFile.ParseHeader()
   at CNCMaps.FileFormats.MixFile..ctor(Stream baseStream, String filename, Boolean isBuffered)
   at CNCMaps.FileFormats.VirtualFileSystem.VFS.AddItem(String path, CacheMethod m)
   at CNCMaps.FileFormats.VirtualFileSystem.VFS.LoadMixes(EngineType engine)
   at CNCMaps.Engine.Map.EngineDetector.DetectEngineType(MapFile mf)
   at CNCMaps.Engine.EngineSettings.Execute()

Unknown exception.

Ran it in admin mode...



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E1 Elite
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PostPosted: Mon Jul 01, 2019 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

@G-E: The processing on tiles is done prior to rendering and any changes to the tiles like removing extra data etc. cannot be reverted. The palette which gets modified per tile is stored globally after adjusting lighting based on height, so that is undone for say when injecting preview pack etc. And the start location could have deformation in the nearby cells. What I can think is in the line of making the square start position option to take shapes like ellipse or rhombus with some transparency along with some marker size option as asked by @twistedconversion.

@TAK02: The attached map renders with voxels for me, though some very few tiles have color problem. Your mix file seems to be the issue. Better not to use the auto engine detect option, which is flawed as it is based on vanilla game's registry entries. Select the mix location and choose YR as engine.

@Tuc0: Did code for the tunnel top graphics but the graphics is not visible for some reason, already spent couple of days on it. If it doesn't work after making some more effort, will leave it for another day. You can always put an extra mix file in the renderer folder with the tunnel entrance graphics combined with the tunnel top, that can be configured in the modconfig.xml like DTA mod does.

On the progress, 32 facing feature is done for SHP vehicles with SHP turrets and the disable tiberium remap option also.

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TAK02
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PostPosted: Mon Jul 01, 2019 12:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Retried with Force YR:
Code:
[Info] Initializing virtual filesystem
[Info] Parsing all01umd.map
[Info] Reading map
[Debug] Reading tiles
[Debug] Read 7659 tiles
[Debug] Reading map overlay
[Debug] Read 351 overlay types
[Debug] Reading map terrain objects
[Debug] Read 50 terrain objects
[Debug] Reading map smudge objects
[Debug] Reading infantry on map
[Debug] Reading vehicles on map
[Debug] Reading aircraft on map
[Info] Aircraft section unavailable in all01umd.map
[Debug] Reading map structures
[Debug] Waypoints
[Debug] Reading tunnels
[Info] Initializing filesystem for the YurisRevenge engine
[Error] An unknown fatal exception occured: System.ArgumentException: Stream was not readable.
   at System.IO.BinaryReader..ctor(Stream input, Encoding encoding, Boolean leaveOpen)
   at CNCMaps.FileFormats.MixFile.ParseHeader()
   at CNCMaps.FileFormats.MixFile..ctor(Stream baseStream, String filename, Boolean isBuffered)
   at CNCMaps.FileFormats.VirtualFileSystem.VFS.AddItem(String path, CacheMethod m)
   at CNCMaps.FileFormats.VirtualFileSystem.VFS.LoadMixes(EngineType engine)
   at CNCMaps.Engine.EngineSettings.Execute()

Unknown exception.


Is it possible this has to do with admin permissions and what-not?
But that were the case, the old map renderer would give me an error too, wouldn't it? The one from all the way back from 2013?

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E1 Elite
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PostPosted: Mon Jul 01, 2019 12:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Issue seems to be mix file on your side.



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TAK02
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PostPosted: Mon Jul 01, 2019 12:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Issue seems to be mix file on your side.

A MIX issue that makes the 2013 renderer not render the VXLs (but everything else) and your renderer to crash.

I'll see what I can find.

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