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CnC Maps Renderer 2.0 is now available!
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Sep 24, 2013 4:44 am    Post subject:  CnC Maps Renderer 2.0 is now available!
Subject description: Create scarily large preview pictures for your maps!
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A couple of days ago, zzattack has released the version 2.0 of his CnC Maps Renderer. This tool is used to render Tiberian Sun and Red Alert 2 (and their respective expansion packs) into large and cute pictures like the one below (which you can click to see the full size version) that was generated by Ixith.



And this version brings a myriad of new features. Here's the list:


Feature additions:
* New voxel rendering method, they now look pretty good actually (thanks pchote)
* Greatly improved support for Tiberian Sun Firestorm, ini’s now properly parsed
* Fully reworked lighting system, every object should now receive the same lighting as ingame
* Tiberium remaps fixed, works for RA2 through rules tag MapRendererColor= (thanks Starkku)
* TS Powerup logic implemented
* Animations on tiles now supported (thanks Starkku)
* Tool can save a thumbnail of full map (-z option, optionally aspect ratio preserving)
* Improved cutoff-height detection method, now finally works really well
* Auto-detection of map type (TS/FS/RA2/YR) made quite robust
* Allow mod-mix overrides that the game would not originally load  (i.e. twiins.mix)
* Start markers on preview map are now optional when injecting previewpack
* Support for rendering units on top of bridges
* GUI now has an auto-updater for the program  + GUI
* GUI offers to send automatic bug-reports in case of failed renders
* GUI contains progress bar of rendering progress
* Custom palette support
* Support for multi-frame alpha images
* Support for lightsources other than lamps
* Support for InvisibleInGame=yes added
* Support for railroad tracks
* Support for rendering directly from archive (mmx/mix/yro)
* Added option to disable lighting entirely (-n switch)


Bugfixes:
* No longer using buggy minilzo implementation
* Bridges and their shadows should now align properly
* TS veinholes now show
* Barrels and turrets on vehicles and structures are now rendered
* Improved drawing order, using filmation sorting method, causing less incorrectly overlapping objects
* [PreviewPack] when generated, now inserts in the ini after [Basic] (no longer behind [Digest]
* Better SHP frame picking system. Works with loops, damaged buildings, fires etc.
* Can now directly render from mix archives (.yro, .mmx, .,mix) instead of requiring extracting first
* Now uses bug-free MiniLZO 2.06 implementation
* Improved mission name resolution scheme for TS/FS
* No more registry accesses on Linux
* Now runs in 64-bit mode if possible, allows for larger maps to be drawn
* Desert-theater maps now work too


You can see more map previews at this location and the source code is available at GitHub. Share your comments and feedback about this tool at this topic at PPM and enjoy it!

Last edited by Banshee on Tue Sep 24, 2013 1:24 pm; edited 1 time in total

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Sep 24, 2013 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 24, 2013 10:11 am    Post subject: Reply with quote  Mark this post and the followings unread

This tool is really amazing.
I got a peek at the source code and the amount of work that went into this tool is unbelievable.

And the best is, that it still holds a huge potential for future additions.
The best would be a whole new map editor without all the limitations of FinalSun.
-support for max map sizes
-lighting settings being instantly visible (without having to always start the game and checking ingame)
-better performance on modern machines
-better customization to a mods needs (with all the new inventions like Ares, different file structures used by mods and new discovered mapping techniques discovered after FinalSuns release over 10 years ago)
etc etc

btw, the topic title is missing an r in "Rendere 2.0"

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zzattack
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Joined: 29 May 2007

PostPosted: Tue Sep 24, 2013 11:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the kinds words and thanks Banshee for the feat.
Turning this tool into a full-fledged map editor is probably a tremendous task, and I've been wanting to get the 2.0 release out for a long time before even thinking about that. Now that it's out, I am indeed thinking about building a map editor out of it, though I doubt it'd ever mature enough to surpass FA.

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DeathlyRose
Cyborg Soldier


Joined: 24 Oct 2008

PostPosted: Tue Sep 24, 2013 1:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't give up as long as you persevere too the very end the journey itself will be the reward zzattack. If you believe you can do it you can.
Do not be chained by your own words, trust me it's effects are a lot more severe then people give it credit, words that is.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Sep 24, 2013 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree with DeathlRose here.

By the way, thanks LKO for informing the problem in the title of the news. It has been fixed.

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DeathlyRose
Cyborg Soldier


Joined: 24 Oct 2008

PostPosted: Tue Sep 24, 2013 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not really a problem i just don't want too see anymore people chained by there own words yet don't realize it.I've seen a bit too many people be tied down by none other then there own self yet never realize it.
 If you say something long enough for your subcon too believe it really can become that reality which you denied.But a reality which one denied too be false doesn't stop the what the truth really was.

Sorry if it's too complicated I did try too simplify it as much as possible.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Sep 24, 2013 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Problem when I tried rendering a map it kicked back a problem, so I tried again and same error. Tried different maps of mine. Finally pulled up a LEGO map. Image 1 is what should be, Image 2 is what rendered out. I guess it doesn't like new terrain? Other than the wrong terrain image showing up, amazing

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Last edited by Nikademis Von Hisson on Wed Sep 25, 2013 11:18 am; edited 1 time in total

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Sep 24, 2013 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

zzattack wrote:
Thanks for the kinds words and thanks Banshee for the feat.
Turning this tool into a full-fledged map editor is probably a tremendous task, and I've been wanting to get the 2.0 release out for a long time before even thinking about that. Now that it's out, I am indeed thinking about building a map editor out of it, though I doubt it'd ever mature enough to surpass FA.

It might be better to start with something simpler like LKO's "TMP Shop" before expanding towards a full-fledged map editor.
In other words, you could first make a tool which can do things like editing a map's lighting while instantly showing the result of the edits, the possibility to directly alter the code of light posts while instantly seeing the results, the possibility to directly draw non-broken tubes (with the option to create curves and whatnot) and others sorts of features that FS and FA lack (or features that don't work properly/efficiently in FS/FA).

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Tue Sep 24, 2013 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

zzattack wrote:
Thanks for the kinds words and thanks Banshee for the feat.
Turning this tool into a full-fledged map editor is probably a tremendous task, and I've been wanting to get the 2.0 release out for a long time before even thinking about that. Now that it's out, I am indeed thinking about building a map editor out of it, though I doubt it'd ever mature enough to surpass FA.


If you plan to do so, I bet everyone in the community will be willing to help you. I for one am very familiar with how maps work, so I'd very much like to help you!

You won't be alone in doing such a thing.

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Sep 24, 2013 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
and others sorts of features that FS and FA lack (or features that don't work properly/efficiently in FS/FA).


I agree with Bittah. No need to create a whole new map editor just yet. It could be indeed a auxiliary editor... tubes, real time lighting prewiev, also
custom LAT's for for newly created terrain would be very usefull. Rolling Eyes

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 24, 2013 10:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

very good ideas indeed.
Allow me to create a list of useful/needed features (feel free to add more points)

-curved tunnel/tubes placement and a button to show them on the map (without a visual feedback its horrible to check if a map with many tunnels has them all set correctly just by looking at the long list of numbers)
-realtime lighting editing
-custom LATs (basically new LATs that only the editor understands, not the game engine, and which can be this way placed easier)
-combining maps: a way to copy parts of one map into another using a custom selection area (not only a box). This way also allow to exceed the annoying FinalSun limitation of 200x200 maps and finally allow us to create the max possible 256x256 big maps (i wouldn't mind creating several small separate maps in FinalSun and then combine them to the final map using the tool)
-something like an error checker (e.g. check for wrong tiberium overlays on slopes and other common mapping mistakes like train tracks with too sharp corners)
-a way to correctly place ice tiles which have working ice growth logic (FinalSun is unable to place the tiles correctly, thus ice isn't growing on them. Only when copying the special ice tiles from an original WW map the ice grows fine)

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Sep 25, 2013 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

The point is, most hard things are already done. With the source code it's so easy to change things, add things.

Hard things like displaying the map.
The code to convert IsoMapPack and OverlayPack is done, displaying assets on screen too.
You can easily add a dialog to allow the user to set stuff for vehicles, structures etc.

Brilliant ideas already pop up in my mind, like a button that enables lighting to be applied on the map so you can judge your settings. Then click the button again, and it will show the plain FS/FA-ish IsoView.
Support for proper 200x200+ maps too. FS/FA's cell structure is bugged beyond 200x200.

A error checker for non-terrain stuff is in the works. In C#, so only terrain-error logging has to be added.
Through my research in non-terrain map stuff I now know almost everything about maps.
I know that sounds like pure ego, but it's not that difficult at all to understand maps.

The map size for example, you cannot create a map greater than 208x208, FS/FA will just crash.
A little bird who's working on something, told me editing the existing tools will be difficult.
Adding a new function to FS/FA is difficult, changing things in a way Ares does is less difficult.

Go lobby at Matze to get the source of FinalSun. He won't give up FA2(YR)'s source, because it's licensed by EA.
FinalSun will for that same reason not be released as it's full of FA2YR stuff, which would undermine the entire purpose of licensing.

zzattack, if you're up for it I'd like to help you with setting up a concept of some sort.
I've documented a lot of stuff and I'm sure the person helping me with the error-checker would help with the new editor too. Hit me a PM or reply if you're interested.
We're both Dutch, so I can also explain things easily in Dutch too.

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zzattack
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Joined: 29 May 2007

PostPosted: Wed Sep 25, 2013 9:41 am    Post subject: Reply with quote  Mark this post and the followings unread

I believe the step between map editor and this tool is much larger than most anticipate. The commonly presumed "hard" parts weren't actually hard. All info on all file formats (MIX, SHP, VXL, maps) was readily available (XCC, OpenRA, modenc). Maybe a maximum of 10% of the total development time was spent on this. This part would directly be useful for a spinoff map editor.

Non-visible "features" and "getting things right" took significantly more effort, yet adds little in value to its possible contributions in a map editor. It's easy to get close, but takes much more time to get just right. For example, take voxels lighting. Shadows overlapping. ZBuffer issues, drawing order algorithms, ore spreading. Yes, FA2 gets them all wrong. But no, that doesn't at all prevent you from making great maps with FA2. At best, the view inside a new map editor could look better.

And then there's the parts of a map editor that would require complete introduction to the current code. Currently everything is drawn into a bitmap, so that'd require a more proper graphics surface, requiring all drawing code to change. Not that much work though, but still. Then there's the mappers toolbox. Think of cliff painting, autoshore, ground leveling. Triggers, tags, locals houses editor, random trees, etc.

That said, I do think it's a challenge I'd like to take. Clearly I have a weakness for CNC maps, just thinking of a Final Alert where lighting works, SHP's animate, voxels look good, random shit doesn't overlap, it makes me want to work on it right away. I think I'll start with a mockup for an editor soon. Then I could decide to split off the parts of the tool that I believe could contribute towards a map editor. By then I'll decide whether a continued effort is warranted. The only prerequisite really is that it remains fun, or well, more fun than other stuff I want to do Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Sep 25, 2013 10:37 am    Post subject: Reply with quote  Mark this post and the followings unread

@Nikademis: please remove those horrible huge pictures! I can hardly read text when constantly scrolling to the left and right and 1366 pixel on a laptop isn't even that small.

And 2 small 320x240 section pictures would have told the same as these huge ones with lots of empty space.

@zzattack:
autoshore is useless: it never worked flawlessly in the first place and mappers place shores manually anyway.

cliff painting should be fairly simple. the bigger problem is to get the editor understand and follow the different height levels, so the connecting ground is continued on the correct height.

the biggest task i see is to get a good drawing canvas with a good clipping algorithm to render in a fast way only the visible part of the map.

random trees isn't a necessary tool either imo. It's much better and more natural looking if you place them manually (except the random placer is really advanced and stops placing the same tree next to each other)


One thing you can do is to split work among other people.
I wouldn't mind helping you to write parts of the interface and some functions if you describe the signature of the method and the return value.

\Edit
Another very useful feature that just came to my mind would be a passability mode
A mode that color codes the map into the different terrain types and this way allows you to see the passable areas for ground units, ships, infantry etc.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
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PostPosted: Wed Sep 25, 2013 11:20 am    Post subject: Reply with quote  Mark this post and the followings unread

If you are making a new Map Editor/Creator I would love to see maps 300 by 300

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Sep 25, 2013 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

not possible.
TS and RA2 only support max 256x256. (max engine limit is X+Y<=512)
Though i would agree that the editor should be created with as few limits as possible so it might be possible in future to create and use such big maps.
You can get an impression how big that is if you take my DTA map and put it 4 times under each other.

btw, thx for removing the pictures Smile

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Nikademis Von Hisson
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Joined: 05 Sep 2007
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PostPosted: Wed Sep 25, 2013 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

i am confused byt the whole 256 by 256, the best i can go with no error is 215 by 200. I know how to open the map and change the numbers, by that as big as I casn get without stretching it. If I remember correct War(something) did a 100 by 400 snow map.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Sep 25, 2013 1:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

FinalSun accepts anything with 40000 cells and below. (not sure what the absolute max is, as i heard about 208x208 being max yet i was able to open a 210x208 map too)
So very wide/high maps indeed work with FinalSun.

\Edit
210x209 can still be opened by FS, but then the minimap is corrupt and not showing anything.
I have a wild guess that if we manage to completely disable the minimap, FS will be able to open even 256x256 maps as only the minimap is bugged and crashing.

Does anyone know which offsets need to be changed in the FinalSun.exe to completely disable the minimap?

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Sep 25, 2013 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Right, seems I missed that.
I really dislike the fact I cannot or hardly contribute to this code-wise.

I also feel like my input won't be that important compared to for example LKO's input,
simply because he's a veteran in this community.

Nevertheless, I could create a draft of what features would be nice to have in the tool. Technically and end-user.
I already have a list of FA2 shortcomings and improvements used to create a modification for it.

This may never be used, but I'd like to show my interest and motivation to contribute my way.

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zzattack
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Joined: 29 May 2007

PostPosted: Thu Sep 26, 2013 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I think combining input off desired functionality would be pretty helpful.
Additionaly, I'm not that versed in the modding scene, so while I do know most of the game's engine w.r.t. drawing stuff, any advance knowledge of stuff that's frequently used in the scene that influences maps in any kind of way would be helpful.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Sep 26, 2013 1:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Would it be possible to make your tool (and your future map editor as well) somehow read the modified TS/YR executable that's included with mods in order to find where all necessary files are located? Or is there any reason why this would be impractical or challenging to pull off?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 26, 2013 5:48 am    Post subject: Reply with quote  Mark this post and the followings unread

I think it would be impractical, as different hex edits use different offsets. So you can't hardwire the tool to read from a specific position in game.exe.

Better would be imo an ini file that tells the editor everything it needs to know.


Another issue i noticed is the new DTA desert theater.
Having Theater=DESERT in the [MAP] section and using .des files for the terrain is completely unknown to the tool. An ini file that sets these would allow it to read even future new theaters.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Sep 26, 2013 6:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
FinalSun accepts anything with 40000 cells and below. (not sure what the absolute max is, as i heard about 208x208 being max yet i was able to open a 210x208 map too)
So very wide/high maps indeed work with FinalSun.

\Edit
210x209 can still be opened by FS, but then the minimap is corrupt and not showing anything.
I have a wild guess that if we manage to completely disable the minimap, FS will be able to open even 256x256 maps as only the minimap is bugged and crashing.

Does anyone know which offsets need to be changed in the FinalSun.exe to completely disable the minimap?


i can go with no error is 215 by 200 and the minimap is fine, for TS. I have one map that size blank and I save it as a template, I haven't made a map for TS in some time. And that was with new terrain for it, maybe I just got lucky with it.

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http://www.ppmsite.com/forum/viewtopic.php?t=27714

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 26, 2013 6:38 am    Post subject: Reply with quote  Mark this post and the followings unread

215x200=43000
210x209=43890 <- starts to crash
So somewhere along 43000 to 44000 cells the program has its limits. Strange though as this is no common value range like unsigned short integer which goes up to 65535.

Blank maps also make a difference. A full 200x200 map resized to 210x209 crashes while an empty map can still be opened.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Sep 26, 2013 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
I think it would be impractical, as different hex edits use different offsets. So you can't hardwire the tool to read from a specific position in game.exe.
I'm aware of that, but although the offsets of strings can be different for different mods, the offsets of the references to those strings will always be the same. So instead of hardwiring the tool to read the strings themselves from specific positions in game.exe, it could instead be hardwired to read the references to those strings from specific game.exe and these references should be able to tell the tool exactly where the strings are located (the game itself also uses these references to know where the strings are after all and changing these references is what you do to move a string in the exe to begin with).
Lin Kuei Ominae wrote:
Better would be imo an ini file that tells the editor everything it needs to know.

Yeah, I suggested that in the other topic, but zzattack didn't give a direct response concerning that idea.
Lin Kuei Ominae wrote:
Another issue i noticed is the new DTA desert theater.
Having Theater=DESERT in the [MAP] section and using .des files for the terrain is completely unknown to the tool. An ini file that sets these would allow it to read even future new theaters.

That's likely one of the reasons why the tool won't work for DTA, yeah. I only got Final Sun to work for DTA after doing quite a few hacks to get it to read all of DTA's files properly and although I could do the same for this tool (and the future map editor), it wouldn't be practical since unlike with Final Sun, this tool will likely keep being updated and I'd have to do those hacks all over again every single time.

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zzattack
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Joined: 29 May 2007

PostPosted: Thu Sep 26, 2013 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Reading the exe to obtain names of ini/mix files is out of the question to me.

@LKO: desert theater isn't part of TS right? what files should be parsed to understand such maps? I'm sure adding support for it is minimal effort, but I don't have any reference material. At any rate, there's multiple desert map renders in http://ra2maps.zzattack.org/Yuri's%20Revenge/Official%20Multiplayer/Standard%20maps/ at least..

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Sep 26, 2013 12:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

In DTA the desert theater is basically just a renamed temperate theater.

TS TEMPERATE *.tem TEMPERAT.INI ISOTEMP.MIX -> DTA DESERT *.des DES.INI ISODES.MIX
TS SNOW *.sno SNOW.INI ISOSNOW.MIX -> DTA TEMPERATE *.tem TEM.INI ISOTEM.MIX

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 26, 2013 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

correct, TS has only TEMPERATE and SNOW
TEMPERATE reads
-isotemp.mix
-isotem.pal
-.tem files

SNOW reads
-isosnow.mix
-isosno.pal
-.sno files

DTA mixed those theaters
TEMPERATE became DESERT using
-isodes.mix
-isodes.pal
-.des files

SNOW became TEMPERATE using
-isotem.mix
-isotem.pal
-.tem files


Thus it would be nice to have for each theater a section in an ini file that says the tool how this theater works and with which files.
e.g.
Code:
[Theaters]
0=TEMPERATE
1=CUSTOM ;just an ID to find the section in this ini (not used by the game)

[TEMPERATE]
Map=TEMPERATE ;the name of the theater used in the map on the Theater= key
Mix=isotem.mix
Ini=temperat.ini
Palette=isotem.pal
FileExtension=tem

[CUSTOM]
Map=DESERT ;the name of the theater used in the map
Mix=isodes.mix
Ini=desert.ini
Palette=isodes.pal
FileExtension=des


\EDIT
Damn quick Bittah

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Sep 26, 2013 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
215x200=43000
210x209=43890 <- starts to crash
So somewhere along 43000 to 44000 cells the program has its limits. Strange though as this is no common value range like unsigned short integer which goes up to 65535.

Blank maps also make a difference. A full 200x200 map resized to 210x209 crashes while an empty map can still be opened.



what I meant by blank is that when I edit the numbers in notepad, I save this  file off as a template. I have one for each terrain. So when I want to create another map all I do is pick the terrain type template that I created. So each map I create using my templates will be 215 by 200.

Do you have any ie txt files for your crashes? I have a bunch that I have saved. I haven't had a crash in 3 1/2 years and I have been using my temps about that long. but if your ie crashes are from the size maybe can compare your ie with mine see if we can see whats what.

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Lin Kuei Ominae
Seth


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PostPosted: Thu Sep 26, 2013 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

huh? FinalSun doesn't create any IE txt files that i know of.

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zzattack
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Joined: 29 May 2007

PostPosted: Thu Sep 26, 2013 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like the exe hacks per mod vary quite a bit. I'll come up with something flexible. It'll allow any kind of mod to be supported, no matter how the directory/file structure is layed out, at the expense of some configuration effort for the user.

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Lin Kuei Ominae
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PostPosted: Thu Sep 26, 2013 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

sounds good. Smile

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PostPosted: Fri Sep 27, 2013 3:27 am    Post subject: Reply with quote  Mark this post and the followings unread

I've implemented this, see https://github.com/zzattack/ccmaps-net/commit/85ff2b24a3872bb2a47351878f42b264e6c841a9. I'm pretty happy with the result.

Basically, everything you mentioned can be configured in a xml file. This includes directories, custom mix names, theater mixes, extensions, the tile control ini file. There's a config file editor included in the GUI program.
I believe this should enable the tool to handle any kind of crazy files structure that is in use currently. Figuring out how to configure it for DTA or so should be real easy, just load the default TS stuff and change the defaults to your specific situation. The renderer is made aware of this mod config file with the -M command line switch. This means the old -M which was used to specify a list of additional mixes to include no longer works, but this functionality is of course capture with the mod config file.

Since I do not even know most of the mods out there I would be very happy if anyone is willing to test whether indeed all kinds of mods render correctly with this.
I've uploaded an installer to http://files.zzattack.org/ra2/CNCMaps_release_v2.0.3-modconfig.exe.


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RP
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Joined: 12 Jul 2012
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PostPosted: Fri Sep 27, 2013 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

For in-game purposes, it might be an idea to add like TEMPERATE, SNOW, URBAN etc.

Theater in [Map] is uppercase, like the above.
TEMPERATE (TS)
SNOW (TS)
URBAN (RA2)
NEWURBAN (YR)
LUNAR (YR)
DESERT (YR)

So if a patch will add support for new theaters, something like this could be added to the theater grouping.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Sep 27, 2013 7:18 am    Post subject: Reply with quote  Mark this post and the followings unread

The editor looks nice.
Not sure if i use it right though, as i got this error message
Quote:
0.4200 [Error] An unknown fatal exception occured: System.ArgumentException: Der Pfad hat ein ungültiges Format.
  bei System.IO.Path.NormalizePath(String path, Boolean fullCheck, Int32 maxPathLength)
  bei System.IO.Path.GetDirectoryName(String path)
  bei CNCMaps.VirtualFileSystem.VFS.DetermineMixDir(String mixDirOverride, EngineType engine)
  bei CNCMaps.Program.Main(String[] args)


Attached is a screenshot of my settings.

Some more things i noticed
-the program should save the main menu settings, so you don't fall back to the RA2 default settings when you restart the tool
-the interface is getting really big in height and i have already trouble to see the complete one on my laptop. (the height shouldn't be bigger than 600 pixel imo; e.g. put the misc. options in a second page of a tabcontrol, with input/output on the first page of the tabcontrol)



settings.png
 Description:
 Filesize:  35.76 KB
 Viewed:  11656 Time(s)

settings.png



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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Sep 27, 2013 1:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I gave it a try and it seems I did get it to work. I don't know if it made a difference, but unlike LKO replaced the temperate theater in the mod configuration editor with desert and replaced the snow theater with temperate (this is how it was done in the TS executable as well after all).
As you can see in the screenshot, I initially didn't remove those extra YR theaters, but after removing them the map still rendered perfectly fine.

There currently are a few render issues however.
  • First of all, DTA uses a hack to make the tiberium use the isotem/isodes palettes instead of unittem/unitdes. The result of this is that the tiberium is no longer remapable, but it however is now affected by lighting (meaning it no longer stands out or looks ugly on dark maps).
    So an extra setting which defines which palette the tiberium uses would be useful.

  • Additionally some buildings in DTA also use a transparent 4th active anim (CABIB43 in this case) which is meant to look like a bibshape under those buildings, but as you can see in the cropped rendered image, the bib isn't transparent and it appears on top of the refinery instead of under it. The renderer is also using cabib43.shp ubstead if ctbib43.shp, even though CABIB43 has NewTheater=yes and the mod configuration editor has T defined as the NewTheaterChar for the Desert theater (as you can see in the included screenshot).
    Code:
    [CABIB43]
    NewTheater=yes
    Flat=yes
    Surface=yes
    LoopStart=0
    LoopEnd=1
    LoopCount=-1
    Rate=0
    YSortAdjust=-2000
    Translucency=50

    So from what I can tell
    - NewTheater=yes (use ctbib43.shp instead of cabib43.shp)
    - YSortAdjust=-2000 (render the animation on the bottom layer so that it won't overlap any other graphics such as buildings and units)
    - Translucency=50 (give the animation a transparency of 50%)
    are all currently being ignored.

  • The tree at the bottom with the misplaced shadow is actually a building that has ActiveAnimY=12. From what I can tell the ActiveAnimY=12 key is being ignored, which is why the shadow appears to be misplaced (or rather, the tree/building animation itself is misplaced).



Mod config.png
 Description:
 Filesize:  63.96 KB
 Viewed:  11629 Time(s)

Mod config.png



Africatorial_crop.png
 Description:
 Filesize:  291.74 KB
 Viewed:  11629 Time(s)

Africatorial_crop.png



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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Sep 27, 2013 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I figured out why it didn't work for LKO...
Apparently this tool reads the TS InstallPath string value from the registry and if the directory entered after "Mix files" in the renderer's main dialog doesn't match the value data entered for InstallPath in the registry, rendering will fail Confused

This happens even though the renderer doesn't actually need anything from the directory entered after "Mix files", because it'll render perfectly fine if I enter "C:\temp" in the renderer and "C:\temp\SUN.EXE" for InstallPath in the registry (temp is an empty folder).
So it seems that this is just a pointless registry check that needs to be disabled.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Sep 27, 2013 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

But i don't have and never had TS "installed" (always only copied files on HDD), so there can't be any registry crap from C&C. Confused

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zzattack
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PostPosted: Fri Sep 27, 2013 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

@RP: I'm not doing that. I'll just load the theater specified by [Map]Theater=, so there's no need to add some sort of ugly ini listing for the renderer to become aware of additional theaters.

@LKO: like the error message says, -m and -M are mutually exclusive. I'll make sure it won't throw up on that as much but instead ignore -m if there are any directories specified in the modconfig on -M.
I've split the UI pannel in two tabs and settings are now persisted.

@Bittah: the tiberium hack is difficult. Wouldn't specifying something like Theater=yes on them work just?
* I didn't know of the translucency tag, and adding support for it now is kind of hard, because the bitmap doesn't hold transparency values. Maybe I can do some manual blitting, but no guarantees.
* The ActiveAnimX/Y tags are also new to me, but they're now taken into account.
* The YSort doesn't really work well because I use a totally different system for determining overlaps. The exact inner workings are still unclear to me after countless hours or research, so I went with something I do understand and in 99.9% of the cases this seems to work fine.
* The "pointless" registry check didn't use to be pointless, but now in combination with the modconfig file it /can/ be. So, tricky. Not sure what to do with this yet, but at least the entries from modconfig take precedence so that should be fine anyway.

http://files.zzattack.org/ra2/CNCMaps_release_v2.0.3-modconfig2.exe

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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Sep 27, 2013 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

zzattack wrote:
the tiberium hack is difficult. Wouldn't specifying something like Theater=yes on them work just?

All tiberium already has Theater=yes to begin with (this simply allows the tiberium to use the .tem/.des extension instead of .shp) and adding TerrainPalette=yes to the tiberium in art.ini doesn't seem to have any effect on the renderer at all.
zzattack wrote:
* The YSort doesn't really work well because I use a totally different system for determining overlaps. The exact inner workings are still unclear to me after countless hours or research, so I went with something I do understand and in 99.9% of the cases this seems to work fine.

I believe LKO did some research into this, but I believe that certain graphics are drawn at a certain default layer and if the layer of an animation (specified via YSortAdjust=) is lower than that, those other graphics should be drawn on top of it.
LKO coded the building bib animations and I don't think that YSortAdjust=-2000 is a particularly specific value; it's just an extremely low value to make sure that everything else would be drawn on top. What else could be done to make sure the renderer does draw the bibs under the buildings instead of on top? Do I need a different key or should the value be even lower than -2000?
zzattack wrote:
The "pointless" registry check didn't use to be pointless, but now in combination with the modconfig file it /can/ be. So, tricky. Not sure what to do with this yet, but at least the entries from modconfig take precedence so that should be fine anyway.

Like LKO mentioned, many people actually don't even have TS (or RA2) in the registry to begin with, so I think it would be better to use an alternative (even the modconfig file).

Also, did you take notice of the fact that the bib anim (ActiveAnimFour) uses the wrong NewTheater image (cabib43.shp instead of ctbib43.shp) even though the correct NewTheaterChar has been specified? (You didn't say anything about this, so I'm just making sure you didn't read over it.)

Edit:
Rendering appears to always fail now with the new version of the renderer.
Code:
0.0000 [Info] Initializing virtual filesystem
0.0625 [Info] Parsing canyonchase.map
0.2656 [Info] Reading tiles
0.2968 [Info] Reading map overlay
0.3125 [Info] Reading map terrain objects
0.3125 [Info] Reading map smudge objects
0.3125 [Info] Reading infantry on map
0.3125 [Info] Infantry section unavailable in canyonchase.map
0.3125 [Info] Reading vehicles on map
0.3281 [Info] Reading aircraft on map
0.3281 [Info] Aircraft section unavailable in canyonchase.map
0.3281 [Info] Reading map structures
0.3437 [Info] Initializing filesystem on D:\Westwood\The Dawn of the Tiberium Age\INI for the Firestorm engine
0.3750 [Info] Initializing filesystem on D:\Westwood\The Dawn of the Tiberium Age\MIX for the Firestorm engine
0.3906 [Info] Initializing filesystem on D:\Westwood\The Dawn of the Tiberium Age for the Firestorm engine
0.4062 [Info] Parsing rules.ini
0.4687 [Info] Parsing art.ini
0.5000 [Info] Merging Firestorm rules with TS rules
0.5156 [Info] Overriding rules.ini with map INI entries
0.5312 [Info] Initializing theater of type DESERT
0.5312 [Error] Could not successfully load all required components for this map. Aborting.

It appears an error ocurred during image rendering.

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zzattack
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Joined: 29 May 2007

PostPosted: Fri Sep 27, 2013 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll see about that tiberium. Could u also post the, perhaps even at the github page instead of here?
The registry check is quite fool proof. If no registry is available (linux, just not installed) then you will have to use either -m or -M to instruct the game where the mixfiles are, where -m is enough for stock installs whereas the -M switch gives some further customizability.

NewTheater was only read for the "main" part of buildings, the composite parts used this same value instead of reading their own. They now do.

http://files.zzattack.org/ra2/CNCMaps_release_v2.0.3-modconfig3.exe

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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Sep 27, 2013 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

zzattack wrote:
Could u also post the, perhaps even at the github page instead of here?

Post the what exactly? (And in what directory should I post the?)
zzattack wrote:
The registry check is quite fool proof. If no registry is available (linux, just not installed) then you will have to use either -m or -M to instruct the game where the mixfiles are, where -m is enough for stock installs whereas the -M switch gives some further customizability.

I guess that without the -M switch the registry could be ignored... Although it's a bit impractical for the program to persist on using the registry settings in the first place, when you've already entered all the directory paths it needs to know to begin with. It would be better if the registry would only be checked so that it can give you certain default directories and having it ignore the registry if these default directories are changed.
zzattack wrote:
NewTheater was only read for the "main" part of buildings, the composite parts used this same value instead of reading their own. They now do.

http://files.zzattack.org/ra2/CNCMaps_release_v2.0.3-modconfig3.exe

I tried the new version, but I'm still only getting the temperate version after rendering.
I can still use the old modconfig.xml file, right? Or would it be better to create a new one?

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