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Blockman2D - Map Generator Toolkit v0.2.1.0b

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Re: Blockman2D - Map Generator Toolkit v0.1.4.5b

Postby FaZe » Tue Jul 24, 2012 4:57 pm

heracles4 wrote:The program takes a while to respond, and right now, it has been '(Not responding) For twenty minutes..This happened RIGHT before I was about to click 'save' on my height map. Any way to save it? :S When I hover over anything in it, it shows the hourglass.


Try right-clicking and choose "Run as administrator"
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Re: Blockman2D - Map Generator Toolkit v0.1.4.5b

Postby heracles4 » Tue Jul 24, 2012 5:01 pm

Theres no such thing? I'm meaning that the program isn't responding.
My maps:
Arena: Abordage, CastleWars

CTF: DarkMoon

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Re: Blockman2D - Map Generator Toolkit v0.1.4.5b

Postby LinktersHD » Tue Jul 24, 2012 5:25 pm

Same with me!
Nuketown map is out!:
viewtopic.php?f=67&t=11021]

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Re: Blockman2D - Map Generator Toolkit v0.1.4.5b

Postby Dany0 » Tue Jul 24, 2012 5:57 pm

(XP users?) Check you have the latest .NET framework installed.
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Re: Blockman2D - Map Generator Toolkit v0.1.4.5b

Postby FaultCheck » Sun Jul 29, 2012 2:22 am

http://www.youtube.com/watch?v=L9Qe_NeWHCo&list=PL820DBA763A1758B5&index=1&feature=plpp_video

New Features in the up and coming Blockman2D 0.2.0.0 Beta Release! Should have it finished up and released in the next few days! :D

EDIT:
v0.2.0.0 has been released! http://blockman2d.herokuapp.com/
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Blockman2D Ace of Spades Map Generator Tools
v0.2.1.0 Released August 9th, 2012
http://blockman2d.herokuapp.com/
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Re: Blockman2D - Map Generator Toolkit v0.2.0.0b

Postby Dany0 » Sun Jul 29, 2012 6:01 pm

You should write a vox/kvx/kv6 -> doodad converter, there's a huge repository already:

viewtopic.php?f=69&t=1903
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Re: Blockman2D - Map Generator Toolkit v0.2.0.0b

Postby FaultCheck » Sun Jul 29, 2012 7:16 pm

EDIT
So I downloaded slab6, been looking through the source code, started converting over kvx loading functions, so fingers crossed, Ken's a pretty hard core coder, and the low level byte reading tricks he uses are not as easily duplicated in higher level languages, but we'll see if it works... vox and kv6 loading functions are also present, so if I can get the kvx to work, I'll probally be able to get all of them.

It's been brought up, and I have been thinking about a doodad layer system, if I can get these formats be able to read, even without editing ability ( if they are too big ), I may be able to use a pointer system to load them up and just place them where the pointer is selected in the doodad layer system, so they could still be loaded and used like the way I have the doodad system set up in the generators.

Dany0 wrote:You should write a vox/kvx/kv6 -> doodad converter, there's a huge repository already:

viewtopic.php?f=69&t=1903


Agreed, the only thing is at that level, with the larger map format and kvx, I'm going to have to most likley have it as a 3d editor, I think the KVX format runs 256 x 256? Right now I'm pressing memory just to have a 20 x 20 visual editor emulating the 3 dementions. I see you have a ton of small kv6? what's the size format for that file type?

I'm not very familiar with the existing map formats I'm afraid, if you have the time to drop some knowledge and details it would help a lot! :D

I have a couple more ideas to expand on blockman, once I have those out and everything is more stable, I'll get it pushed from beta into full and let it accumulate a user base while I work on a 3d editor to companion it.
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Blockman2D Ace of Spades Map Generator Tools
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Re: Blockman2D - Map Generator Toolkit v0.2.0.0b

Postby Dany0 » Mon Jul 30, 2012 3:41 pm

slab6 has a 256^3 limit for anything, the file formats themselves don't have given limits. Except for vxl which has it's limit in the header and voxed can't do 4096^3 vxls because of possible memory problems. kv6 only stores surface voxels. You should use kv6 only and only for small sprites ( <128^3 ). VOX has a 255 colour palette(though you can choose the palette). You can easily get around this and use 3 bytes for colour, like infogulch did, but you'd have to convert it for the other editors. If you want more readable code you can browse the "kv6view" source(google it). You can make your own even simpler file format - gzipped series of png images(one per slice). You can use ken's tools to optimize the PNGs. Just in case you wanted the really simplest file format for voxels.

LOL'd hard at "3 dementions", I see English isn't your first language :D ( don't worry it's my 3rd language actually )
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Re: Blockman2D - Map Generator Toolkit v0.2.0.0b

Postby FaultCheck » Mon Jul 30, 2012 4:05 pm

Dany0 wrote:slab6 has a 256^3 limit for anything, the file formats themselves don't have given limits. Except for vxl which has it's limit in the header and voxed can't do 4096^3 vxls because of possible memory problems. kv6 only stores surface voxels. You should use kv6 only and only for small sprites ( <128^3 ). VOX has a 255 colour palette(though you can choose the palette). You can easily get around this and use 3 bytes for colour, like infogulch did, but you'd have to convert it for the other editors. If you want more readable code you can browse the "kv6view" source(google it). You can make your own even simpler file format - gzipped series of png images(one per slice). You can use ken's tools to optimize the PNGs. Just in case you wanted the really simplest file format for voxels.

LOL'd hard at "3 dementions", I see English isn't your first language :D ( don't worry it's my 3rd language actually )


Well get ready to lol even harder, english is my first language, I can't spell worth a *hit lol ;) dimensions sorry hehe, bad english is my first language.

I'm up late, and up early, between work, kids, and the million other things, my brain gets a little fried @ times lol I really don't get adequate amounts of sleep, or socialization lol or anything for that matter...

awesome! will look into all of it, interesting idea on the png images, that makes sense. Thank you for all the help! :D

Looking at the source code, it might be possible to make mods to slab6 and increase the max grid sizes, has this been attempted before? Is it memory issues that won't allow it to have a raised limit? Should be able to add a load and save vxl function with the increased limit...
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Blockman2D Ace of Spades Map Generator Tools
v0.2.1.0 Released August 9th, 2012
http://blockman2d.herokuapp.com/
http://www.facebook.com/Blockman2d
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Re: Blockman2D - Map Generator Toolkit v0.2.0.0b

Postby jojoestinky » Mon Jul 30, 2012 8:33 pm

heck,

Just making so that Slab6 saves as VXL files by default would save me days worth of labor.

I have recently gotten a VOX2KVX converter, but it is not re-distributable at the moment.

What AoS really needs is a command line batch converter.

xo2kvx *.vox

^^ that command would truly rock my world.

FYI I am an official AOS developer now :D I would be really grateful for this. It would really help out the community a lot.
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Re: Blockman2D - Map Generator Toolkit v0.2.0.0b

Postby FaultCheck » Mon Jul 30, 2012 9:22 pm

jojoestinky wrote:heck,

Just making so that Slab6 saves as VXL files by default would save me days worth of labor.

I have recently gotten a VOX2KVX converter, but it is not re-distributable at the moment.

What AoS really needs is a command line batch converter.

xo2kvx *.vox

^^ that command would truly rock my world.

FYI I am an official AOS developer now :D I would be really grateful for this. It would really help out the community a lot.


wouldn't have any issues with the CL proggie, just need to have working functions for converting, which I'm working on, may be able to do just that.

I'm think making mods to slab6 is going to be the direction I'm heading, I'm not really a c programmer, but I'm going to throw my hat in, wanted a challenge :), I'm sure this one will be a good one. Besides syntax wise, I'm good with php, and it appears it was derived from c, cause the syntax is extreamly similar.
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FaultCheck - I'm a programor, I'm a proogramer, I write code...
Blockman2D Ace of Spades Map Generator Tools
v0.2.1.0 Released August 9th, 2012
http://blockman2d.herokuapp.com/
http://www.facebook.com/Blockman2d
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Re: Blockman2D - Map Generator Toolkit v0.2.0.0b

Postby Dany0 » Mon Jul 30, 2012 11:02 pm

YES PLEASE SLAB7, FINALLY AFTER YEARS OF WAITING SLAB7 ._.


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Copyright original of ConsistentCallsign, developer of Voxelstein 3D THE MOST AWESOME THING EVER duhh

/me initiates sleep mode
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Re: Blockman2D - Map Generator Toolkit v0.2.0.0b

Postby FaultCheck » Mon Jul 30, 2012 11:15 pm

EDIT: So after re-compiling, I went from an avg 500 fps, to an avg 1000 fps... way more optimized for my processor I guess... lol

EDIT: After about 5 hours of playing with Slab 6, some fixes to the c file, fixes to the assembly ( Did not even know it used assembly ) searching for old dx8 sdk library references and about every C based / C++ Based compiler I could Find... I finally got it successfully compiling... woohoo!! :D Now for the hard part... I need more more mt dew...

Dany, you mentioned the PNG technique, would it be helpful to have that as a VXL output for the map making community? I could easily write out stack of pngs based on a vxl, if that could be read or usefull in another one of the proggies? Just let me know what kind of filename structure is used for the png series output, that would be very easy to do.
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FaultCheck - I'm a programor, I'm a proogramer, I write code...
Blockman2D Ace of Spades Map Generator Tools
v0.2.1.0 Released August 9th, 2012
http://blockman2d.herokuapp.com/
http://www.facebook.com/Blockman2d
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Re: Blockman2D - Map Generator Toolkit v0.2.0.0b

Postby Dany0 » Tue Jul 31, 2012 4:52 pm

There are two possible uses, neither are useful, so they're not really worth considering.
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Re: Blockman2D - Map Generator Toolkit v0.2.0.0b

Postby jojoestinky » Wed Aug 01, 2012 8:32 pm

voxed can open KVX and vox files for prefabs. If you could remove the 256 color cap on Slab6 would be pretty awesome too.
I think VOX and KVX can both handle 32 bit color.

Anyway, thanks for the efforts!!
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