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CNCMaps render tool v2 - update announcement
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zzattack
Combat Engineer


Joined: 29 May 2007

PostPosted: Fri Aug 30, 2013 10:22 pm    Post subject:  CNCMaps render tool v2 - update announcement Reply with quote

I've recently continued work on my project, a tool to render RA2 and TS maps to fullmap images. With help and suggestions from Starkku and [Gluk-v48] a few bugs were squashed and support was added for several things. The most notable are listed below:


    * Greatly improved support for Tiberian Sun Firestorm
    * Custom palette support
    * Support for multi-frame alpha images
    * Barrels and turrets on vehicles and structures are now rendered
    * Improved drawing order, causing less incorrectly overlapping objects
    * Improved lighting system, every object should now receive the same lighting as ingame
    * No longer using buggy minilzo implementation
    * Bridges and their shadows should now align properly


I'm currently also welcoming feature suggestions, for example support for additions introduced by Ares or NPatch. Since I'm not quite involved in the modding community, I would greatly appreciate being made aware of exciting features that should be supported.

I hope to release v2 by the end of next week. For now, a preview of the latest rendering batch of the tool  http://ra2maps.zzattack.org/ is available.

Finally, I am planning to release a website dedicated to CNC maps where people can upload (and render of course), discuss and share maps.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Constant Flux

PostPosted: Fri Aug 30, 2013 10:36 pm    Post subject: Reply with quote

I always did appreciate this tool, thanks for coming back and working on it more, can't wait for the release Wink
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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Aug 30, 2013 10:44 pm    Post subject: Reply with quote

I noticed the tool has trouble rendering a map with map mods and especially a singleplayer map, maybe that's something you could look into?

EDIT: Starkku told me this should be solved in V2.0, I'll be waiting for that then Razz
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Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Sat Aug 31, 2013 8:41 pm    Post subject: Reply with quote

I would like to support AttachEffect (AttachEffect.Animation) from Ares. And I think that not only am I interested in it.
https://github.com/Ares-Developers/Ares/wiki/AttachEffect-system

and aslo Cloakable=yes.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Aug 31, 2013 9:19 pm    Post subject: Reply with quote

Not sure how AttachEffect would greatly effect map previews...
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Screw AttachEffect. Can't think of any use for it.

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Sat Aug 31, 2013 9:49 pm    Post subject: Reply with quote

http://media.moddb.com/images/mods/1/5/4016/stalinsfist2.png
One of the examples. AttachEffect.Animation can be used to create very high buildings. And very more.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sun Sep 01, 2013 3:03 pm    Post subject: Reply with quote

Very high buildings?

Custom Foundation says hi. That's just an aura, which shouldn't be visible from map previews afterall.

Not to mention that Duration should be also checked after that.
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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Sep 01, 2013 5:27 pm    Post subject: Reply with quote

I'm not seeing the connection of high buildings with AE and custom foundation. You can already do that with vanilla YR.
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sun Sep 01, 2013 8:18 pm    Post subject: Reply with quote

I guess he meant high as large and translation error kicked in.
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sun Sep 01, 2013 8:18 pm    Post subject: Reply with quote

I guess he meant high as large and translation error kicked in.
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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Sun Sep 01, 2013 8:57 pm    Post subject: Reply with quote

What I mean is that the AE allows you to attach an animation to any object. Animations can be of any size, and it gives a lot of new graphics capabilities.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Sep 02, 2013 9:18 pm    Post subject: Reply with quote

Glukv48 wrote:
AE allows you to attach an animation to any object. Animations can be of any size, and it gives a lot of new graphics capabilities.


Hm. Might be worth it. Even tho I can't imagine why would I have to replace usuall active animation with AE... yet..
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Sep 02, 2013 9:21 pm    Post subject: Reply with quote

It seems to be more convenient for units.
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zzattack
Combat Engineer


Joined: 29 May 2007

PostPosted: Tue Sep 03, 2013 9:20 am    Post subject: Reply with quote

Custom foundations (both Ares and NPatch) are supported. I think AttachEffect and Cloakable will not be, there doesn't seem much point in it for map previews.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Sep 04, 2013 10:34 am    Post subject: Reply with quote

Glukv48 should be ignored, attacheffect is meaningless for map preview as the example shown is not any bigger foundation building than normal despite AE aura.

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Wed Sep 04, 2013 9:46 pm    Post subject: Reply with quote

I would also like to see support for the tag InvisibleInGame=yes

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Thu Sep 12, 2013 3:33 am    Post subject: Reply with quote

Question: Is there support for the Add-on Logic? Prime example being the GDI component towers, power plants, and Upgrade Center?

Based on the example previews on the site it appears there isn't, however, I haven't been paying close enough attention to this so those could be older previews for all I know.

Also...hooray glad to this getting worked on more.
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zzattack
Combat Engineer


Joined: 29 May 2007

PostPosted: Sat Sep 14, 2013 10:04 am    Post subject: Reply with quote

https://github.com/zzattack/ccmaps-net/commit/890334b93d90ca10f1d6175e22c4decc0b350cf4


I think v2 release will be in a few days

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