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KRPG Map Builder

Thu, 25 Sep 2008 10:51:32

Crimson Wizard

KRPG Map Builder utility is intended to create binary lumps for our KRPG project containing data about roads and various global map objects (primarily - entryways to game levels). At this point it only allows to generate "roadmap" from bitmap and display resulting schema so it could be checked. In fact, binary files generated could already be used in our mod, but this is not implemented in KoraxRPG yet. (Also this application lacks decent help <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> ) -------------------------------------------------------------- EDIT: Latest version: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/koraxrpg/utilities/KRPGMapBuilder_20081026.zip">http://downloads.orcishweb.com/koraxdev ... 081026.zip</a><!-- m --> Also please check latest posts, since usage changed in many ways -------------------------------------------------------------- Version 0.5 of 25th september 2008: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/koraxrpg/utilities/KRPGMapBuilder_20080925.zip">http://downloads.orcishweb.com/koraxdev ... 080925.zip</a><!-- m --> [color=#800000:wfkb8fvx]How to draw roads bitmap:[/color:wfkb8fvx] Currently KRPG Map Builder presumes there are only 3 colors used on bitmap (this does not add any restriction to format, it could be 256 colors, 16 bit, 24 bit etc). [color=#FFFFFF:wfkb8fvx]WHITE[/color:wfkb8fvx] color (0xFFFFFF) - is background color, white pixel mean "no road here". [color=#000000:wfkb8fvx]BLACK[/color:wfkb8fvx] color (0x000000) - is main road color, player will travel on these. [color=#FF0000:wfkb8fvx]RED[/color:wfkb8fvx] color (0xFF0000) - is road ends/junctions color. Each road must start with red pixel and end with red pixel. Notes: 1. Using any other color than white for background may cause severe damage to your computer. * 2. Road should be 1 pixel wide. This is not that critical, but try to stick to this rule. 3. Hence, when making road junction try place outgoing roads so they do not have neighbour pixels in proximity to junction pixel, or program may construct some of these roads incorrectly. [color=#800000:wfkb8fvx]How to use application:[/color:wfkb8fvx] 1. Launch application. 2. In main menu select Operations -> Generate roads. In "Open File" window select your bitmap with roads. Analysys and schema contruction follows, this may tak some time depending on size of image and number of roads. In "Save File" window determine a name and path for generated roadmap; default extension is "grm" (If you alreay have generated roadmap you may skip this step ofcourse). 3. Select File -> Import Roadmap and choose your generated roadmap. It will be drawn upon the "workspace". 4. Click on "Roads" tab on leftmost panel. There you could see droplist containing all roads. Roads are listed as a strings in following format: "(coordinates of beginning) <--- length ---> (coordinates of end)". Selecting a road will make it blink. 5. If wanted and/or required select File -> Import Map Graphic to make application draw your real global map on background. There are some other commands in menus and on toolbar, but I believe they are self-explanatory. [size=85:wfkb8fvx]* That's not true ofcourse (it will only cause bad mistakes during analysys), I like this kind of phrase very much, that is <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->[/size:wfkb8fvx]
Thu, 25 Sep 2008 13:29:39

Firebrand

Sounds cool! I'm going to test this out <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sat, 27 Sep 2008 18:19:23

RambOrc

Got an error 75, "path/file access error". Not sure what it means given that I am loading a map from hexen.wad from the same place where I defined hexen.wad as iwad, and I have adequate file permissions for hexen.wad and the containing directory.
Sun, 28 Sep 2008 12:48:34

Crimson Wizard

[quote="RambOrc":2e27avpb]Got an error 75, "path/file access error". Not sure what it means given that I am loading a map from hexen.wad from the same place where I defined hexen.wad as iwad, and I have adequate file permissions for hexen.wad and the containing directory. Excuse me? <!-- s:shock: --><img src="{SMILIES_PATH}/orcchoked.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> why do you load hexen.wad in this program?
Sun, 28 Sep 2008 13:48:57

RambOrc

Wrong place, I was talking about Doom Builder, similar names.
Sat, 18 Oct 2008 13:48:05

Crimson Wizard

Released beta version with full functionality. <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/koraxrpg/utilities/KRPGMapBuilder_20081018.zip">http://downloads.orcishweb.com/koraxdev ... 081018.zip</a><!-- m --> Please test for usability and report any bugs and/or unconveniences. How to use. 1. Draw roads bitmap and generate raw roadmap (*.GRM) as explained in the first post above. 2. Import raw roadmap (*.GRM). 3. Now you can customize roads (for initial visibility/accessability) and map entries. Map entries are created automatically for each road start/end point and roads joint. However, to enable map entry at certain position you must define Map warp property, otherwise it will not be used in game. Also customizable inital visibility/accessability and Map entry Title (this will be used to notify player which map he can/is going to enter). 4. Now Save your work as Global Map Lump (*.GMP). This is final data that be used in game directly. You can also Load this GMP after if you need to continue customizing it or make any fixes.
Sun, 19 Oct 2008 12:48:30

Crimson Wizard

I had to made on important change and thus release another one beta so soon: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/koraxrpg/utilities/KRPGMapBuilder_20081019.zip">http://downloads.orcishweb.com/koraxdev ... 081019.zip</a><!-- m --> Basically it is all the same, but now the Warp parameter (named "Map" on property sheet) must be an Integer. It should be equal to Warp index in MAPINFO. (I.e. Winnowing Hall has warp = 1, Heresiarch's seminary has warp = 13 etc) As for Title property, it is now for editorial convenience only, since in game the string from MAPINFO will be used. I also have nice progress in making Travel Map in game, so basically you can start doing some roadmap sketches for testing, hopefully next KRPG internal release will happen soon.
Sun, 26 Oct 2008 18:31:04

Crimson Wizard

v1.0 Release Candidate (26 october 2008): <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/koraxrpg/utilities/KRPGMapBuilder_20081026.zip">http://downloads.orcishweb.com/koraxdev ... 081026.zip</a><!-- m --> Please don't use any of the previous versions anymore (if you did anyway), because data format changed, and also some bad bugs fixed. Now, usage has changed in following way. Now the roadmap bitmap supports all colors: 1. [color=#FFFFFF:3rr64bvz]White color[/color:3rr64bvz] (0xFFFFFF) is background and ignored. 2. [color=#FF0000:3rr64bvz]Red color[/color:3rr64bvz] (0xFF0000) is for road ends and joints as before. 3. Any other color is used for roads. Road should be of the same color all the way from first red pixel to last red pixel. Also it is strongly not recommended for 2 roads of same color have adjanced pixels anywhere (close to road joints for instance). Map entry bar now have Spawn Pos property to determine at which Spawn position player will appear when entering the map from this entry point. That's all for now, perhaps; I am not planning to do any more changes in nearest future unless there are some bugs and/or usability issues. Please, try the application.
Mon, 27 Oct 2008 08:59:08

RambOrc

Will try this version too, have been unable to run the previous two.
Mon, 27 Oct 2008 12:46:32

Crimson Wizard

[quote="RambOrc":3sxzr7a7]have been unable to run the previous two. You mean you did not have free time, or they did not run at all?
Mon, 27 Oct 2008 13:15:23

RambOrc

Executable gave an error message when I started it.
Mon, 27 Oct 2008 13:54:38

Crimson Wizard

[quote="RambOrc":3e02ddra]Executable gave an error message when I started it. Too bad <!-- s:( --><img src="{SMILIES_PATH}/orc10.gif" alt=":(" title="Sad" /><!-- s:( --> What was it?
Tue, 28 Oct 2008 12:16:21

Crimson Wizard

So, people, does this work or not? I sent this one to a friend of mine and it worked. Does it work for you? If not, what kind of error messages you got?
Tue, 28 Oct 2008 12:28:07

RambOrc

It said "Russian spyware detected, aborting execution". <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D --> (j/k)
Tue, 28 Oct 2008 13:05:17

Crimson Wizard

[quote="RambOrc":5gtxng6t]It said "Russian spyware detected, aborting execution". <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D --> (j/k) Very funny. <!-- s:oops: --><img src="{SMILIES_PATH}/orcdeb.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> Well I am just being anxious about how my program works, that is it.
Tue, 28 Oct 2008 13:37:53

RambOrc

I will copy the exact error message next time. It probably is because of insufficient permissions, I am running everything with an account that's member of the local "Users" group and nothing higher. I made the directory incl. subdirs and files modifiable by authorized users so that part should not be a problem.
Sat, 27 Dec 2008 21:04:31

Crimson Wizard

So, any news here? Does the application run or not?
Sun, 28 Dec 2008 03:04:53

RambOrc

Oh yeah, here is the error message I get: [img:39r81g34]http://downloads.orcishweb.com/koraxdev/koraxrpg/mapbuilder-error.png[/img:39r81g34] It happens even if I try to run the executable with administrator privileges. I also tried extracting the folder from the ZIP to c: but that didn't change anything either.
Sun, 28 Dec 2008 03:09:39

RambOrc

Hmm I didn't see anything in the application log so I assumed the event log is of no help, but now I also checked the system log and it writes following three error events every time I try to start up the program:
Error 59. Generate Activation Context failed for E:\mapbuilder\KRPGMapBuilder\KRPGMapBuilder.exe. Reference error message: The operation completed successfully. Error 59. Resolve Partial Assembly failed for Microsoft.VC80.CRT. Reference error message: The referenced assembly is not installed on your system. Error 32. Dependent Assembly Microsoft.VC80.CRT could not be found and Last Error was The referenced assembly is not installed on your system.
Sun, 28 Dec 2008 18:02:04

Crimson Wizard

Please check new one: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/koraxrpg/utilities/KRPGMapBuilder_20081228.zip">http://downloads.orcishweb.com/koraxdev ... 081228.zip</a><!-- m -->
Sun, 28 Dec 2008 18:37:37

RambOrc

Yep, working fine now.
Sun, 28 Dec 2008 18:43:11

RambOrc

1) Where will the text be displayed that I insert in the "title" field for a travel map point? 2) How do I set SpawnPos in a 3D map? Is it the tag number of the player start?
Mon, 29 Dec 2008 12:04:34

Crimson Wizard

Good new it works. I forgot to embed some libraries to the executable in case they are not installed on user PC.. [quote="RambOrc":10kvce9b]1) Where will the text be displayed that I insert in the "title" field for a travel map point? 2) How do I set SpawnPos in a 3D map? Is it the tag number of the player start? 1. Nowhere in game. At first I wanted to use it on travel map in the text like "do you want to enter ***", but then I thought that much better use MAPINFO data there, since it already has map titles. Thus Title property is used solely in travel map editor to let user easily distinguish map entries. 2. SpawnPos is Thing's Arg1.
Fri, 03 Jul 2009 16:25:51

Crimson Wizard

New version of Travel map builder, now with almost completed help written: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/ScatteredEvil/utilities/KRPGMapBuilder_20090703.zip">http://downloads.orcishweb.com/koraxdev ... 090703.zip</a><!-- m --> Hopefully, that help will explain how to create travel map and put it in game. However, bad thing is I noticed travel map resources are not put in recent KRPG internal build. First of all arrows graphics should be added: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/ScatteredEvil/travelmap_arrows.zip">http://downloads.orcishweb.com/koraxdev ... arrows.zip</a><!-- m --> Secondly, if you wish to hear "travel songs" two music files should be added as well. They must be named "PlacesTo" and "ToTheEas" (vavoom now requires these names be 8 symbols long). I recommend using Lucas's midis "PlacesToGo.mid" and "ToTheEast.mid", they can be found here: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/resources/music/the4thclass/midi/midi.zip">http://downloads.orcishweb.com/koraxdev ... i/midi.zip</a><!-- m --> Also, a travel map background graphic must be added, if you don't have anything, you may take this: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/ScatteredEvil/trvlmap.jpg">http://downloads.orcishweb.com/koraxdev ... rvlmap.jpg</a><!-- m --> It is simply a travel map concept RambOrc drew some time ago, but it looks nice as a background anyway <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> There's no normal way to go to Travel map in the game for now, so you have to use "impulse 99" console command to call travel map screen forcefully. If you are standing on the level that is mentioned on travel map, then travel map will show your current position properly. If not... something wrong may happen <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> While travelling from point A to point B... [img:o4m4fhev]http://downloads.orcishweb.com/koraxdev/ScatteredEvil/screenshots/travelmap1.jpg[/img:o4m4fhev] On the crossroads. [img:o4m4fhev]http://downloads.orcishweb.com/koraxdev/ScatteredEvil/screenshots/travelmap2.jpg[/img:o4m4fhev]
Tue, 15 Dec 2009 18:43:35

RambOrc

OK I've tried creating maps using the current version of the graphics from FB. 1) The import map graphic function only shows BMP files, but if I type the full name of the PNG file I have in the file name field, I can open PNG files as well (minor annoyance, don't fix it if it'd take more than a few minutes). 2) Only a small segment of the map is shown after import, probably only a small part of the image is imported. Also, do I understand it right that this function is only a visual aid and has no influence on the effective workings of anything? 3) Zoom works fine, scaling map graphics and road data in tandem. 4) Adding a ruler the the sidelines or showing the coordinates when hovering over the map would make it much easier to find a certain waypoint from the dropdown list. 5) Viewing chosen roads and waypoints (blinking) and editing their attributes works very well and is easy to use. 6) Not clear how I would add new roads and waypoints to an existing lump.
Wed, 16 Dec 2009 15:21:58

Crimson Wizard

Heh, sorry, I was supposed to do this, but was too busy. Glad you made it though. <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D --> [quote="RambOrc":2xpatqpp] 1) The import map graphic function only shows BMP files, but if I type the full name of the PNG file I have in the file name field, I can open PNG files as well (minor annoyance, don't fix it if it'd take more than a few minutes). Guess that application recognise formats automatically. Adding PNGs to file filter is only 10 seconds of work. [quote="RambOrc":2xpatqpp] 2) Only a small segment of the map is shown after import, probably only a small part of the image is imported. Also, do I understand it right that this function is only a visual aid and has no influence on the effective workings of anything? Yep, it's only for visual reference. However, it's strange that only part of map is imported, I'll check it later. [quote="RambOrc":2xpatqpp] 4) Adding a ruler the the sidelines or showing the coordinates when hovering over the map would make it much easier to find a certain waypoint from the dropdown list. Hmm, you are right, this was the weakest piece in my design. Perhaps I will also allow selecting roads/entries by clicking on them. [quote="RambOrc":2xpatqpp] 6) Not clear how I would add new roads and waypoints to an existing lump. Currently it is impossible, and I am really not sure how it is better to do this. I can add drawing mode, for instance, which would work like using pencil in graphic editor; also I may make special "append" or "update using new roads graphic" command which will keep all existing data and just add newly drawn roads.
Wed, 16 Dec 2009 15:41:52

RambOrc

Actually, I have not yet been able to create the lump needed for MS 3, so you are not off the hook yet. <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->
Thu, 17 Dec 2009 20:35:56

Crimson Wizard

Version 1.0.9 of Travel map builder: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/ScatteredEvil/utilities/KRPGMapBuilder_20091217.zip">http://downloads.orcishweb.com/koraxdev ... 091217.zip</a><!-- m --> Changes: + Added two ways to update roadmap changes. a) load old travel map lump, then select File->Update Roadmap option and choose newly generated roadmap. This will copy new roadmap over old one (deleting obsolete roads and inserting new ones where needed), but will keep custom properties, like map entry names/map links etc. b) import new roadmap, then select File->Import Travel Map Data option and choose older travel map you have. This will simply copy custom properties from previous travel map you made for all matching roads and entries. In general those two options do same thing: newer roadmap + older custom properties. + Fixed map graphic, now it is completely visible in the editor.
Sun, 20 Dec 2009 17:58:55

Firebrand

I'm trying to use the PNG version of my travelmap preview and a generated BMP file with roadmaps, but when importing the BMP file the app freezes, no error shows or anything, the BMP file is 8-bit color depth (256 colors).
Sun, 20 Dec 2009 20:41:42

Crimson Wizard

[quote="Firebrand":2u6o9gj1]I'm trying to use the PNG version of my travelmap preview and a generated BMP file with roadmaps, but when importing the BMP file the app freezes, no error shows or anything, the BMP file is 8-bit color depth (256 colors). Bitmap analysis takes some times. Depending on bitmap size it can be rather long. Try to wait for 5 minutes to be completely sure <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Mon, 21 Dec 2009 00:44:56

Firebrand

OK, I'll try it again and be more patient then <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Mon, 21 Dec 2009 15:15:59

Firebrand

Well, my patience meter went empty, I waited for almost 20 minutes for the app to finish... I think something went wrong with it... or I'm too impatient, heh! <!-- s:lol: --><img src="{SMILIES_PATH}/orclaught2.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> Anyway, I'm uploading the BMP file I made with the roads to join the maps that the current test version contains, you can find it here if you wish to try and build the travelmap lump (or help me find the problem with the app in my computer): <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/firebrand/alpha_travelmap.bmp">http://downloads.orcishweb.com/koraxdev ... velmap.bmp</a><!-- m -->
Mon, 21 Dec 2009 15:44:20

Crimson Wizard

Erm, Firebrand, have you actually read the manual? Joints must be 1 pixel only! and you have whole bunch of pixels at once. I guess application got stuck on these; this can be a bug in map builder, yet roadmap is drawn incorectly. After I deleted excessive pixels, map is generated in less than a second. Also... please remember that roadmap must be same size as a map graphic we are going to use. If we use only a piece of graphic this time it is ok though.
Mon, 21 Dec 2009 17:32:51

Firebrand

I read the manual, apparently the problem comes from settings on Paint Shop Pro... OK, thanks for the input <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, I wouldn't have noticed that myself. I'll fix it now.
Mon, 21 Dec 2009 19:50:07

Firebrand

OK, I was able to pull the travel map off for the test, it's pretty straightforward, good work! EDIT: Is there a way to "open" unavailable locations?
Mon, 21 Dec 2009 20:52:33

Crimson Wizard

[quote="Firebrand":2r4t4g37]Is there a way to "open" unavailable locations? Not yet... why did you make locations unavailable anyway? <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> Invisible locations are opened as soon as traveller reaches them though.
Mon, 21 Dec 2009 21:02:31

Firebrand

There aren't any unavailable locations as of now, precisely because of that reason <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. Just wanted to know if it was implemented or not.

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