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Thread: Automatic LukMap & Script creator

  1. #31
    Member Member PanthaPower's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (Wellington @ Jan. 19 2003,17:00)]LBMPaletteInOut in now available.

    Check the thread "New Utility - LBM Colour palette ..." for details.
    Thanks I tested it and it works great and quickly The palette.txt is also very easy to change manually which is great feauture

  2. #32
    Senior Member Senior Member Wellington's Avatar
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    LukMapMaker Provisional Version 2 (LMM2) is now released.

    LMM2 is now on the Org's test downloads. It's named "TEST_LMM2_PROVISIONAL_VERSION.zip" and is around 320K. It contains the code/source, the required files and directory structure and a very small (for download considerations) test map called 'Islands' (well actually 2 test maps for 'Islands'&#33.

    Note: The provided example 'Islands' is very small and not really realistic. It's ONLY an example and is small to ensure you dont have long download waits.

    You also have to download "TEST_LukMapMaker_GUI_OCX" (22K) (if you hav'nt already done this for the previous version of LukMapMaker).

    There are also 2 extra map examples uploaded to "The Orgs" download secton for LMM2 -

    1) TEST_LukMapMaker2_EXAMPLE_MiddleEast.zip (500k)
    2) TEST_LukMapMaker2_EXAMPLE_USAref.zip (80k ... and this is a 2000x1500 image - see "Group mod making" below

    There are also other LukMapMaker examples on the "The Orgs" test download that related to the prior version. These ARE compatable with LMM2.


    LMM2 changes
    ============

    Major changes/enhancements to LMM2 include -

    - LMM2 now incorporates a 'water on land' feature
    - LMM2 now creates the 4 small map BIF files required for new campaign maps (requires 2 'Browse for folder' dialogs)
    - LMM2 now incorporates 3 types of processing ("run types")
    - LMM2 has corrected several errors/bugs both in the map processing and the Script file generation.
    - LMM2 now incorporates a structure for "Group mod making" (see the readme.txt in the 'USAref' example file for details).
    The original examples for the 1st version of LukMapMaker can still be used in LMM2.


    Note: Some new functionality in LMM2 (pertaining to Loc/Eng files that require translation) is NOT yet fully incorporated. Don't worry about this yet.


    If you have downloaded the previous version
    ===========================================

    LMM2 should be considered as a totally different release to the previous version. If you have downloaded LukMapMaker version 1 DO NOT TRY TO INCORPORATE LMM2 INTO your existing structure. The correct approach is to create a new folder for LMM2 and then copy any existing examples/maps from your existing LukMapMaker map folders (together with any specific 'Parameters.txt' and 'Factions.txt' files) into LMM2's structure.

    If you do this ensure you run your existing maps/examples via the LMM2 "Test Map" runtype, as certain parameters in your existing "Parameters.txt" may now be obsolete in LMM2.


    Problems
    ========

    Any problems/questions/queries please reply to this thread. I know the documentation is'nt as good as I wanted it to be - BUT good documentation takes twice as long as coding and testing


    Next release
    ============

    The next release of LukMapMaker (LMM3) will probably be in 2 weeks time. This release will (I hope&#33 solve the remaining issues still outstanding in this LMM2 release, these being -

    - creating true LBM's, instead of BMP's for the LukMap/LukMap2 files.
    - incorporating the translation of various fields in various LOC/ENG files
    - include an installer feature for LMM3 created files
    - resolve the 'MAJOR problem' when creating new Script files (see the Script thread)
    - incorporate more error processing/validation for the "Test Map" runs of LMM.


    For now, you will have to convert the 'bmp created versions of LukMap/LukMap2 to 'lbm's via Grafx2 or a similar product and then use LBMPaletteInOut to Import the LukMapMaker palette ("LBMPalette.txt") into your new 'lbm's.


    Ok, if you've no idea what I'm talking about - don't worry LMM will eventually do 'everything' for you in terms of the requirements for new Campaigns in MTW.

    Give it a try - let me know what bugs/documentation errors/confusion you run across.

    regards,
    Welly

  3. #33
    Member Member PanthaPower's Avatar
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    Wellington,

    many thanks again. I'll look into the LMM v2 and post you my findings.

  4. #34
    Member Member dr3mew3vr's Avatar
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    Question

    Great Downloading now and will try out soon. I saw the Middle East map in the downloads, but I didn't see the USA map

    Keep up the good work Wellington.
    Dremewevr


    All you have to do, is to decide what you are going to do in the time that has been given to you... -Gandalf the Grey

  5. #35
    Senior Member Senior Member Wellington's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (dr3mew3vr @ Jan. 21 2003,03:29)]Great Downloading now and will try out soon. I saw the Middle East map in the downloads, but I didn't see the USA map

    Keep up the good work Wellington.
    The USAref example isnt in the downloads yet as I'm writing a readme for it.

    It's a special type of map that demonstrates the idea of using LMM for "group modding" - a group of people working on the same mod.

    Bear with me - I'll upload it by tonight.

    Glad you like LMM - we'll get there (eventually)

  6. #36
    Member Member PanthaPower's Avatar
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    Wellington,

    some small things which caught my eye first while I had a quick look at it at work.

    1) Everytime I run the LMM2, I get the message "Warning: The creation date for "Readbif.exe" (13-12-2002 20:38:22), is NOT as expected (13/12/2002 20:38:22)." As you can see, I have the right date but your program doesn't seem to work with different date notations. I know it is not a stopper but if you could fix it in version 3, THANKS

    2) It might be a good idea to state the options for factions in the factions.txt. It is a bit prone for errors in my opinion. It would be enough to copy some info from the Early.txt and slighty modify it (like FN_ENGLISH becomes ENGLISH)

    3) After running the option "Start Test Map" it would be nice if the menu would pop-up again to run the "Start Map/Script" option. Now after it has finished, you see it's finished in the screen-log but the button only states Cancel. When you hit cancel, the program exits. If easily done for version three, you could make two buttons after one of the three runs is finished. One button would be "Exit" and the other "Main Menu".

    Pantahpower

  7. #37
    Senior Member Senior Member Wellington's Avatar
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    PanthaPower,

    In reply to your points -

    1) Sigh ... I'm an idiot. I knew about this and was intending making the check-date a Parameter so it could be amended according to country specific notations. For now it's quite easy to change the program. so -

    Right click on LukMapMaker and choose edit (Notepad) to edit the source. On line 34 is the date constant -

    Const ExpectedBRDate = "13/12/2002 20:38:22"

    Just change this to -

    Const ExpectedBRDate = "13-12-2002 20:38:22"

    save the .vbs file and it should be ok.
    (I specifically put this date constant at the top of the program to remind me ... I still forgot&#33

    2) Yes, good point. I've just changed this file to add a RegionOwner= parameter in order to create more 'correct' scripts. I'll probably rehash all the documentation for the next release.

    3) I don't follow you here There is no point in doing a "Map/Script" run immediately after a "Test Map" run. The reason being the "Map/Script" run does EVERYTHING that the "Map/Script" and "Script" runs do. Hence if you just want to do a "Map/Script" run - there's no point in doing a "Test Map" run immediately before it.

    The idea is that users will (when creating a new map) first do several "Map Test" runs, just to get an 'error free as possible' map completed by refereing to the "Ref_" files the "Test Map" run creates (remember - a "Map/Script run ALSO produces this "Ref_" files). Once the map looks ok and appears to be error free, do a "Map/Script" run to create all the required MTW maps. The "Script" run is limited at present but is only concerend with creating a new Script.txt based on changes to the various files
    - factions.txt
    - parameters.txt
    - regionnames.txt
    - translationmasks.txt (not yet implemented)

    Hope that makes sense

    Welly

  8. #38
    Senior Member Senior Member Wellington's Avatar
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    Panthapower,

    I forgot to say - check out the 'Xref*.txt' files in the LMMfiles directory. A different one is produced depedning on the run type (as different run types have slightly different information available to them). The importtant one is the "XrefMS.txt" whioch is produced by the big run - "Map/Script". These files should contain the info you where requesting in a previous post.

    Welly

  9. #39
    Member Member MR EGG's Avatar
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    Hello Welly
    got LMM2 to run got the same error message as P.P but it still ran fine did the file changes and put in to the MTW Textures/campmap file ,loaded the game and got intmap error I forgot to mention i had resized the map before I ran LMM2.This is ground breaking stuff Welly cheers.




  10. #40
    Senior Member Senior Member Wellington's Avatar
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    HOUSTEN - WE HAVE LIFT OFF

    Brief update -

    LMM2 generated 'Script.txt' - CRACKED IT
    LMM2 generated mini BIF's (that don't always work in MTW) - CRACKED IT

    You may be reading this and be somewhat less impressed that I am Never mind. I said the next release would be in 2 weeks time (that's what I expected it would take to resolve some of the outstanding issues) - I WAS WRONG - they are resolved NOW

    Tomorrow I'll be uploading a new version of LMM but I'll be changing the name from 'Provisional' to 'Beta'. This name change reflects the confidence/euphoria that I feel in terms of this next (albeit rather quick) release.

    It also reflects the progress I've made in the last 2 days (you have to appreciate that when programming a 'new area' you can spend days/weeks with very little discernable progress - then SUDDENLY many things fall into place and the 'grey area' suddenly becomes a 'sphere of enlightenment'&#33

    Tommorrow a new version. No major changes to LMM2 - just 1 new file, some more parameters for 'Factions.txt' and a new version of 'LukMapMaker.vbs'.

    Ok, maybe you don't care - However please upgrade your existing versions with the new 'Beta' version tomorrow.

    As the North American Indians used to say - "Today is a good day to die"

    Don't do it Wait until tomorrow

    Welly

  11. #41
    Member Member PanthaPower's Avatar
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    Wellington,

    sounds like real good news I hope you will be uploading this Beta asap so that I can have a look at it Do I read from your lines that your script works now and that the script info could be pasted 1on1 to an early.txt? Or maybe even run in MTW straight away? Have you had a (so far) complete stable game running? Please give a small comment on this if you find two seconds.

    I also have another problem with the LMM2. On two of my machines it works okay but at another one I experienced a problem. I accidently had an old version of the BIFReader. I pointed LMM at it and ran LMM. Ofcourse it said it was not the right version. So I downloaded the right version but still no go in LMM. I scanned for the registry but couldn't find why LMM still thinks I have the old BifReader. I made the LMM program find the BifReader directory again, rebooted my machine to be sure, started LMM and again it says that the BifReader I use is old. Well, I though it might just be a small error so I continued. But while LMM is running, I sudenly get a VBS error and the program stops. This happens everytime I run the program on that PC. It has Windows20000 on it by the way and your LMM1 worked fine on it. Could it be that the error is caused because your "paths.txt doesn't use quotes to allow spaces in my directory name structure? (putting everything between quotes in your text file results only in LMM asking for the right directorys again) Might it be possible that an old instance of the BifReader is available somewhere else on the harddisk and Windows might see that one as the default one? I'm at work and cannot check my theory now.

    Here's some screenshots which should contain all the info you need.. Ask for more details if needed okay?

    Panthapower.









  12. #42
    Senior Member Senior Member Wellington's Avatar
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    PP,

    Yes. The Script now worksok insomuch as it shows up in the MTW campaign map. I changed a few things in the Script generation to try to "order" the various keywqords as close ly as possible to the Early.txt order.

    There was another BUG in this. Check the LMM2 generated Script for the "SetActiveFaction::" lines. LMM generates FN_MAJOR - it should generate FT_MAJOR Sorry ... I missed it This is corrected in the BETA version.

    I've now some succes with a game that uses the LMM bifs and Script together with the original MTW LukMaps and Maptex stuff. I still get a my own smaller Maptex.tga's working but I'm playing with this area at present.

    I've not tested all combinations of the LMM stuff with the original MTW stuff because I've been concentrating on the code - the theory being if I get something out (BETA LMM3 - arriving tonight hopefully) that gets us to the point where we can all start testing we'll have more info. In other words I've spent more time testing LMM than testing LMM's generated stuff in MTW. Hopefully you guys will be doing some testing with LMM3 and I hope to receive some feedback on this.

    This may sound like a "you do my testing for me" approach but the fact is I'm rushing to get something usable out ASAP because there a few people involved in new campaigns at present. Let's get something working 1st - the icing on the cake (Script editor/proper GUI/VB6 exectable) can come later.

    A quick look at your problem suggest you may NOT have the latest version of WSH (Windows Script Host) on that PC (you need version 5.6 - downloaded from Microsoft MSDN). The "shell" is WSH object that may not be implemented on the version of WSH you have on that PC.

    The version of Readbif.exe your using is NOT correct It may or may not work. I can't test all versions of Bifreader therefore my approach is use the one that works - and keep it in a seperate directory just for LMM. Bear in mind Bifreader does'nt issue errors so LMM has no idea whether the DOS calls to Bifreader have worked or not. The version I KNOW WORKS is dated 13/12/2002 - Barocca post a link to this version in this thread. I'd change it if I was you - read the FAQ also.

    As regards the 2 paths - NO QUOTES. If you have any problems just delete the "Paths.txt" file and you'll be pronpted for the 2 "Browse for Folders" next time you run LMM.

    Back to LMM3

    Welly

  13. #43
    Member Member PanthaPower's Avatar
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    Wellington,

    thanks for the answer. I'm looking forward to your LMM3 later this evening (hopefully).

    I will check my WSH version and hopefully it will solve some problems. But about the BifReader, I guess you didn't read it correctly. As you can see in the attached imaged in my previous post, I DO use the correct BifReader. Check the date in the screenshot.... that's why I was so puzzled. And yes, I've thrown away the paths.txt and when I start LMM2 and point it at the MTW and BifReader directory it still says I have an old version.... I don't understand why... I three-double checked evything, downloaded the BifReader from the link in your installations.txt and still it doesn't work... I'm considered to be a computer specialist, sitting with my nose in complex server environments all day but still cannot figure out this small little error.... Drives me nuts...

    I just pray LMM3 doesn't have the problem anymore because I'm not going to reinstall my (main) pc for this.




  14. #44
    Senior Member Senior Member Wellington's Avatar
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    PP,

    Now I'm confused also.

    If you check the LMM source (do a find for the string "DateCreated")
    the following line returns the creation date of the file (in this case readbif.exe).

    "BRDate = MyFile.DateCreated"

    However, the creation date on your version of readbif.exe looks a 'last accessed'
    date (last night?). Did you open readbif.exe with a Hex Editor last night? If
    so, it may have changed the date. Try this ...

    Copy the following lines into a text file, change the path in the 1st line
    to reflect your path to readbif.exe, save the text file as "CheckDate.vbs"
    then run it ..


    ' start of code
    file = "C:\RSW_read_bif_buf_v22a\readbif.exe"
    Msgbox ShowFileInfo(file)
    Function ShowFileInfo(filespec)
    Dim fso, f, c, m, a
    Set fso = CreateObject("Scripting.FileSystemObject")
    Set f = fso.GetFile(filespec)
    c = "Created : " & f.DateCreated
    m = "Modified: " & f.DateLastModified
    a = "Accessed: " & f.DateLastAccessed
    ShowFileInfo = "Dates for - " & filespec & vbcrlf & vbcrlf & c & vbcrlf & m & vbcrlf & a
    End Function
    ' end of code



    Now right click on the actually file readbif.exe and check the dates displayed
    via 'Properties'. Do they match the dates from the VBS prog? If not, you may
    have hit a bug with your version of WSH. If they DO match, and both dates show
    1/21/2003 then SOMETHING has changed the creation date in this exe.

    Anyway, I've also noticed that your pc is configured with PM on the time so this
    would eb a problem for LMM. I'll have to change this area of LMM anyway (maybe check
    the date but NOT the time).

    I'll look into this. Maybe I'll disable all this date checking of readbif.exe
    in LMM3. Let me know if any thoughts spring to mind re this.

    Welly

  15. #45
    Member Member PanthaPower's Avatar
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    Wellington,

    thanks a lot for the tips. I will check them tomorrow evening when I'm able to check that PC (I live in two different cities at the same time).
    And about me opening the ReadBif.exe with a hexeditor, no I didn't do that. Downloading the file from the Org and extracting it straight into this folder still gives this message. I've beens searching through the registry for clues but no luck...

    I'll report the test results tomorrow evening.

    Thanks again,
    P.P.

  16. #46
    Senior Member Senior Member Wellington's Avatar
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    P.P.

    I just re-read your original post regarding ...

    "Do I read from your lines that your script works now and that the script info could be pasted 1on1 to an early.txt?"

    ... and I think I should clarify. Two points -

    1) Yes - the LMM generated Script now "shows up" in the MTW campaign screen and works ok.

    2) I don't understand why you would wish to 'paste' the LMM Script.txt into an existing Early/High/Late file.


    Further to 2) - The whole idea of LMM generating a 'Script.txt' is to get a Script working in MTW that is -

    a) directly related to the 'features' drawn onto your map
    b) is amendable by changing the various LMM files relating to Script's (and then doing a quick "Script" run of LMM)
    c) will show up immediately in the MTW campaign map panel

    The Script that LMM generates will need amendment - depending on your specific mod - but the basic idea is to ENSURE that LMM generates something that is 'acceptable' to MTW whilst not complete/finished. Think of the Script.txt file as a 'working template' that can be added to. Eventually I'll write an "LMM Script generated GUI Editor" that will take us further down this road.

    I can't see why you wish to cut and paste Scripts. Ok, I have done a LOT of this over the last week or so for testing in order to ensure the 'Script.txt' shows up in MTW - and it does in LMM3.

    Now it shows up in LMM3 there should be no need to cut and paste between Script.txt and the other Early/High/Late files in the 'startpos' folder.

    One final point -

    Just because LMM manages to generate a Script.txt that shows up in the MTW campaign screen DOES'NT mean the Script.txt is error free All it means is that THE MTW ENGINE/SCRIPT VALIDATION ROUTINES think (I say again - THINK&#33 that it is error free

    There is a BIG difference between those two statements, and LMM will probably have to do more validation of generated Scripts in future release. It's just ONE hurdle overcome in MTW campaign modding.

    Just thought I'd clarify ...

    .. back to the LMM3 release

    Welly

  17. #47
    Member Member dr3mew3vr's Avatar
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    Wow. You are the man Wellington. I haven't had time to check out version 2 yet, and you already have version 3 beta coming out I'm glad that you are in the "zone" of enlightenment on this one.
    I'll probably do some testing of this on the weekend. Great job again, u deserve a huge thx for this one.
    Dremewevr


    All you have to do, is to decide what you are going to do in the time that has been given to you... -Gandalf the Grey

  18. #48
    Senior Member Senior Member Wellington's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (dr3mew3vr @ Jan. 22 2003,14:10)]Wow. You are the man Wellington. I haven't had time to check out version 2 yet, and you already have version 3 beta coming out I'm glad that you are in the "zone" of enlightenment on this one.
    I'll probably do some testing of this on the weekend. Great job again, u deserve a huge thx for this one.
    Thanks for that - any encouragement is welcome

    However, LMM3 will be dependent on the structure of LMM2. In other words you cannot 'jump' from LMM1 to LMM3.

    LMM2 changed the structure, and required you to install LMM2 as a 'seperate utility' and then move any specific maps/folders/files from LMM1 to the structure required by LMM2.

    LMM3 relies on the structure of LMM2 and should really be seen as a "major upgrade to LMM2". It only has 1 new file (a BIF palette for the minimap stuff), a new keyword/parmetrte in the 'Factions.txt' file and a new 'LukMapMaker.vbs' program. Ok, it also changes a couple of parameters in "Parameters.txt" and generates another "Ref_xxxxxx" type file.

    I don't think I'll release it tonight as I'm tired and I don't want to release it with 'silly errors'. Also, the introduction of a new file fil;e and mpre parmeters in "Factions.txt" means I have to fully test the error/warning messages that LMM generates.

    Sorry .. but it's going to be tomorrow.

    Welly

  19. #49
    Member Member dr3mew3vr's Avatar
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    Quote Originally Posted by [b
    Quote[/b] ]I don't think I'll release it tonight as I'm tired and I don't want to release it with 'silly errors'. Also, the introduction of a new file fil;e and mpre parmeters in "Factions.txt" means I have to fully test the error/warning messages that LMM generates.

    Sorry .. but it's going to be tomorrow.
    Apology unnecessary. Take your time, I'm sure none of us would want you to rush into a release.
    Dremewevr


    All you have to do, is to decide what you are going to do in the time that has been given to you... -Gandalf the Grey

  20. #50
    warning- plot loss in progress Senior Member barocca's Avatar
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    Wellington,

    to avoid ALL bifreader errors please INCLUDE a copy of bif reader as an integral part of LMM,

    it only adds 160K to the download and eliminates all possible bifreader errors.

    B.
    The winds that blows -
    ask them, which leaf on the tree
    will be next to go.

  21. #51
    Member Member dr3mew3vr's Avatar
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    Lightbulb

    Hey all If anyone is interested, I made a LBMPalette.txt that has the same color palette as Mithel's Image Converter program. The reason why I did this, is because, imho, I think the colors are grouped into similar colortones better than the default one. I have images of the MTW campaign lukmap with this color palette and region ids if anyone is interested to see how it looks. I made two separate images for sea and land regions...the black areas are just stuff I blocked out for visibility.Image Converter palette pics

    Here's the changed LBMPalette...
    000 255,0,255 // PINK
    001 0,255,255 // TURQUOISE ...Mithel's ImageConverter110 default--maroon 143,63,63
    002 147,67,67
    003 155,71,71
    004 163,79,79
    005 171,83,83
    006 179,91,91
    007 187,99,99
    008 195,103,103
    009 199,111,111
    010 207,119,119
    011 215,123,123
    012 223,131,131
    013 231,139,139
    014 239,147,147
    015 247,155,155
    016 123,111,91
    017 127,115,95
    018 135,123,103
    019 143,131,111
    020 151,139,119
    021 159,143,123
    022 167,151,131
    023 175,159,139
    024 183,167,147
    025 187,171,155
    026 195,179,163
    027 203,187,167
    028 211,195,179
    029 219,203,187
    030 227,211,195
    031 235,219,203
    032 51,115,23
    033 55,119,27
    034 63,127,27
    035 71,135,35
    036 79,143,39
    037 87,151,43
    038 95,155,47
    039 103,163,55
    040 115,171,59
    041 123,179,67
    042 131,187,71
    043 143,191,79
    044 151,199,83
    045 163,207,91
    046 171,215,99
    047 183,223,107
    048 131,0,0
    049 139,0,0
    050 147,0,0
    051 155,0,0
    052 163,0,0
    053 171,0,0
    054 179,0,0
    055 187,0,0
    056 195,0,0
    057 203,0,0
    058 211,0,0
    059 219,0,0
    060 227,0,0
    061 235,0,0
    062 247,0,0
    063 255,0,0
    064 27,27,115
    065 31,31,123
    066 35,35,131
    067 43,43,143
    068 51,47,151
    069 59,55,159
    070 67,63,171
    071 75,71,179
    072 83,79,187
    073 91,87,199
    074 99,99,207
    075 111,107,215
    076 119,115,227
    077 131,127,235
    078 143,139,243
    079 155,151,255
    080 131,131,35
    081 139,139,35
    082 147,147,39
    083 155,155,39
    084 163,163,43
    085 171,171,43
    086 179,179,47
    087 187,187,47
    088 195,195,51
    089 203,203,55
    090 211,211,55
    091 219,219,59
    092 227,227,59
    093 235,235,59
    094 247,247,63
    095 255,255,67
    096 83,67,115
    097 91,71,123
    098 99,79,131
    099 107,87,143
    100 115,95,151
    101 123,99,159
    102 131,107,171
    103 139,115,179
    104 147,123,187
    105 155,131,199
    106 163,139,207
    107 175,147,215
    108 183,155,227
    109 191,163,235
    110 199,175,243
    111 211,183,255
    112 135,99,51
    113 143,103,55
    114 151,111,59
    115 159,119,63
    116 167,127,67
    117 175,135,71
    118 183,147,75
    119 191,155,79
    120 199,163,83
    121 207,171,87
    122 215,179,91
    123 223,187,99
    124 231,199,103
    125 239,207,107
    126 247,215,111
    127 255,227,119
    128 63,107,63
    129 67,111,67
    130 75,119,75
    131 83,123,83
    132 87,131,87
    133 95,139,95
    134 103,143,103
    135 111,151,111
    136 119,155,119
    137 127,163,127
    138 139,171,139
    139 147,175,147
    140 155,183,155
    141 167,187,167
    142 175,195,175
    143 187,203,187
    144 119,67,67
    145 123,71,71
    146 131,79,79
    147 135,83,83
    148 143,91,91
    149 147,99,99
    150 155,107,107
    151 159,115,115
    152 167,123,123
    153 171,131,131
    154 179,139,139
    155 183,147,147
    156 191,159,159
    157 199,167,167
    158 203,175,175
    159 211,187,187
    160 107,63,107
    161 111,67,111
    162 119,75,119
    163 127,83,127
    164 131,87,131
    165 139,95,139
    166 147,103,147
    167 151,111,151
    168 159,119,159
    169 167,127,167
    170 171,139,171
    171 179,147,179
    172 187,155,187
    173 191,167,191
    174 199,175,199
    175 207,187,207
    176 63,107,107
    177 67,111,111
    178 75,119,119
    179 83,123,123
    180 87,131,131
    181 95,139,139
    182 103,143,143
    183 111,151,151
    184 119,155,155
    185 127,163,163
    186 139,171,171
    187 147,175,175
    188 155,183,183
    189 167,187,187
    190 175,195,195
    191 187,203,203
    192 67,67,111
    193 71,71,115
    194 79,79,123
    195 83,83,127
    196 91,91,135
    197 99,99,139
    198 107,107,147
    199 115,115,151
    200 123,123,159 // Land UNUSED
    201 131,131,163 // Land UNUSED
    202 139,139,171 // Land UNUSED
    203 147,147,175 // Land UNUSED
    204 159,159,183 // Land UNUSED
    205 167,167,191 // Land UNUSED
    206 175,175,195 // Land UNUSED
    207 187,187,203 // Land UNUSED
    208 171,91,19 // Land UNUSED
    209 175,95,23 // Land UNUSED
    210 179,99,31 // Land UNUSED
    211 187,107,35 // Land UNUSED
    212 191,111,43 // Land UNUSED
    213 199,119,51 // Land UNUSED
    214 203,127,59 // Land UNUSED
    215 207,131,67 // Land UNUSED
    216 215,139,75
    217 219,147,83
    218 227,155,91
    219 231,163,103
    220 235,171,111
    221 243,179,119
    222 247,183,131
    223 255,195,143
    224 119,71,51
    225 127,75,55
    226 135,87,63
    227 143,95,71
    228 155,103,79
    229 163,111,87
    230 171,119,95
    231 179,131,103
    232 191,139,115
    233 199,151,123
    234 207,159,135
    235 219,171,143
    236 227,179,155
    237 235,191,167
    238 243,203,179
    239 255,215,191
    240 107,107,107
    241 115,115,115
    242 123,123,123
    243 131,131,131
    244 139,139,139
    245 151,151,151
    246 159,159,159
    247 167,167,167
    248 175,175,175
    249 183,183,183
    250 195,195,195
    251 0,0,0 // Mithel's ImageConverter110 default--turquoise 0,255,255
    252 0,0,0 // Sea UNUSED, Mithel's ImageConverter110 default--turquoise 0,255,255
    253 0,0,0 // Sea UNUSED, Mithel's ImageConverter110 default--turquoise 0,255,255
    254 0,0,0 // Sea UNUSED, Mithel's ImageConverter110 default--turquoise 0,255,255
    255 239,239,239 // Sea UNUSED
    Dremewevr


    All you have to do, is to decide what you are going to do in the time that has been given to you... -Gandalf the Grey

  22. #52
    Senior Member Senior Member Wellington's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (barocca @ Jan. 23 2003,02:59)]Wellington,

    to avoid ALL bifreader errors please INCLUDE a copy of bif reader as an integral part of LMM,

    it only adds 160K to the download and eliminates all possible bifreader errors.

    B.
    Barocca,

    Great. I was'nt sure if RSW would be happy with me including his stuff in the LMM download. This would make things a LOT easier and I'll implement this in LMM4.

    I can't do for LMM3 as I'm finalising this release now (just finishing the testing) and including BifReader in the LMM download will mean changing code and the folder structure of LMM - therefore, I'll do it for LMM4.

    Welly

  23. #53
    Member Member PanthaPower's Avatar
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    Wellington,

    thanks for the reply.

    I don't have too much time so I'll answer quickly.

    Good news that in LMm3, the automatic generated script will at least show up in MTW And to answer your question on why I would want to copy the script file code to an early.txt by hand. Well, I can be simple about that one In LMM1 and LMM2, the script didn't appear in MTW so I needed to copy paste every paragraph of the script into an early.txt and test to see where the errors are in. It is time consuming so that's why I aksed if LMM3 now generates scripts which work straight away in MTW. Not because I want to do it manually....

    Well, I'm looking forward to LMM3 and I'm curious to find out how error free the script is now.

    P.P.

  24. #54
    Senior Member Senior Member Wellington's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (PanthaPower @ Jan. 23 2003,08:30)]Wellington,

    thanks for the reply.

    I don't have too much time so I'll answer quickly.

    Good news that in LMm3, the automatic generated script will at least show up in MTW And to answer your question on why I would want to copy the script file code to an early.txt by hand. Well, I can be simple about that one In LMM1 and LMM2, the script didn't appear in MTW so I needed to copy paste every paragraph of the script into an early.txt and test to see where the errors are in. It is time consuming so that's why I aksed if LMM3 now generates scripts which work straight away in MTW. Not because I want to do it manually....

    Well, I'm looking forward to LMM3 and I'm curious to find out how error free the script is now.

    P.P.
    Aahhh

    I understand now That's exactly what I was doing - copying and pasting from 1 to another to see where the errors.

    Yes. In LMM3 the Script shows up AND you can progress to the campaign game - although it locks up after 10 turns or so ... still it's progress insomuch that LMM now frees you from the hassle of getting a 'workable' Script

    I have problems with the LMM generated LukMaps. I think I know what the problem is but I have to do some re-coding and re-testing. If I can get it done quickly I'll incorporate it into LMM3 - if not it will have to for LMM3.

    Whatever, LMM3 is being released tonight.

    Question for anyone - What do use to convert the a .bmp to a .tga? I've been using "Microsoft Picture It Publishingh 2001" but MTW does'nt like the maptex2.tga that is created by this MS product. In fact when I load the original 35meg maptex2.tga in Picture and then just save it as a tga it becomes 12meg What happened to the other 20meg?

    Anyone advice on tga's would be most welcome.

  25. #55
    Member Member PanthaPower's Avatar
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    Wellington,

    I don't know that program you use for converting the BMP to TGA. One thing you have to make sure though is NOT using any kind of compression So e.g. no RLE (Run Length Encoding). MTW doesn't know how to handle that.

    If I recall correctly using ACDsee doesn't screw things up. Adobe Photoshop doesn't screw up either.

  26. #56
    Member Member PanthaPower's Avatar
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    Wellington,

    I read your post again and forgot to talk about your "10-turn-crash". Well, this is as far as some of us came. Hope we can get the LMM beyond this point with joint effort.

    When you realease lmm3 today, I will run a conversion and test the script. I have a free evening today (=rare ) so if things are uploaded in the beginning of the evening I can still play around with the script.

    P.P.

  27. #57
    Senior Member Senior Member Wellington's Avatar
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    LMM3 is now available and on "The Org's" TEST downloads area. Think of this release as an upgrade to LMM2 (which you MUST have already installed) which gets us a lot further down the read.

    The file -

    TEST_LMM3_BETA_VERSION.zip - 50K

    Read the LMM3 readme carefully.


    I've also downloaded the original Britain example map for anyone who wants to create the maptex.tga/maptex2.tga from this map -

    TEST_LMM3_EXAMPLE_Britain_Original.zip - 569K



    Any problems let me know.

  28. #58
    Member Member PanthaPower's Avatar
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    Wellington,

    I downloaded your tool and implemented it in the LMM2. I have a problem now though. When I run the Britain map/script run, I get an error afte processing the line "20:27:06 (MS) Init: reading "BIFPalette.txt" parameters ..." from the message.log. The error.log says:

    20:27:06 Error: Invalid keyword ("WriteXrefTxt") specified in "Parameters.txt"
    20:27:06 Error: Invalid keyword ("WriteDicsTxt") specified in "Parameters.txt"
    20:27:06 Error: Invalid keyword ("SETGoods") specified in "Parameters.txt"
    20:27:06 Error: Invalid keyword ("SETResources") specified in "Parameters.txt"

    The error that pops up on my screen is:

    Line: 3300
    Char: 5
    Error: This key is already associated with an element of this collection
    Code: 800A01C9
    Source: VBScript runtime error

    What I did now was testing my saved copy of LMM2 (seperate directory ofcourse) and it still ran correctly. I went back to LMM3 and checked if LBMPalette and BIFPallette are both in the Default directory. That is also the case and they are the corect new dates.

    Reading your Readme brought me to maybe one clue. You say that key "OriginPortColour=(0,255,255)" has been changed in the Parameters.txt. Well, in my parameters.txt there is no such line. Adding it didn't work either. Did you make a new parameter.txt and forgot to upload it?

    P.P.

  29. #59
    Senior Member Senior Member Wellington's Avatar
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    Yes, I did - but it was only an example Parameters.txt

    Ok,

    1) Just ignore the 4 errors and remove the 4 keywords from whatever copies of parameters.txt you have (I've removed these 4 keywords from parameters.txt - no longer required)

    2)the crash your getting is something I changed at the last minute, so here is the solution for now - don't use the LBMPalette.txt I downloaded (yet) as the code assumes that this file has unique colours - the slots 251 to 254 are NOT unique so just change them - maybe ...

    251 1,255,255
    252 2,255,255
    253 3,255,255
    254 4,255,255

    ... that's what I've just done in my version of LMM3.

    3) The "OriginPortColour=(r,g,b)" is just a new way to speficy the "Turquoise" colour - instead of coding it in slot 2 of LBMPalette.txt .... you will only require this paramter if, for whatever reason, you decide to a different colour than the 0,255,255 that LMM defaults to.

    You should be ok with those changes - sorry

  30. #60
    Member Member PanthaPower's Avatar
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    Thanks for the quick reply You were waiting for replies on your topic huh Well, a quick reply deserves some quick feedback

    Anyway, I changed what you wrote above and LMM3 is now running at my pc

    THANKS

    P.P.

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