Loading...
  OR  Zero-K Name:    Password:   

Throw a copy of SpringMapConvNG on Itch.io

19 posts, 602 views
Post comment
Filter:    Player:  
sort

5 years ago
I think it may be a good idea to throw a portable compiled copy of SpringMapConvNG and the Zero-K post processor on the Zero-K Itch.io site we have an explicit advertisement of the map making feature and a baseline map stack.
+0 / -0
Do SpringBoard instead. Why upload a small and annoying part of the mapping tool chain if you can instead upload something that can make a map from scratch and deliver it to your doorstep?

Also, what is "the Zero-K postprocessor"?
+0 / -0

5 years ago
I was thinking of this program https://github.com/The-Yak/mexes_grounddecal_autoplacer CArankTheMooseIsLoose had but that is done in game.

If springboard works better, lets build a portable version of it that is configured to output Zero-K compatible maps.
+0 / -0


5 years ago
As far as I'm aware there is no version of Spring Board that is appropriate for end users. For a piece of mapping software to be suitable for public release it needs to do everything. You have to be able to download it, launch it, mess around with some tools and paintbrushes, then click a button to export the map.

Spring Board seems to be the closest thing to a complete map making program. Just put the final bits of work in required to make it friendly (as opposed to part of a toolchain) if you are going to put it out in the wild. For now the best thing that other people can do is heavily document the map making process on the wiki.

This page is inadequate: http://zero-k.info/mediawiki/index.php?title=Map_Creation
+1 / -0
What final bits?
+0 / -0

5 years ago
Do these instructions JPrankgajop wrote still work? https://github.com/Spring-SpringBoard/SpringBoard-ZK

I used it to download Springboard but I have no idea to run it. Maybe it doesn't download springboard itself and just the Zero-K modules for springboard. The Springboard app image I did also download had no reference to anything Zero-K specific afterwards. I think I am missing a few steps.
+0 / -0


5 years ago
These are either obsolete, or to be considered for developers.

Here's an up-to-date install howto (also linked from the map-in-one-hour thread).

https://springboard-core.readthedocs.io/en/latest/installing.html
+0 / -0

5 years ago
Please don't upload SB anywhere. Just use the launcher links I provided on the GH repo(s)
+0 / -0

5 years ago
How do you launch SpringBoard with Zero-K extensions?
+0 / -0

5 years ago
I recommend waiting until I announce a release (maybe this year, I'm pretty busy).
+0 / -0

5 years ago
We have our answer on why not Springboard right now. The developer, JPrankgajop, told us to wait for the next version.

Other than SpringMapConvNG, what parts of the tool chain are needed to make a Zero-K map?
+0 / -0
quote:
Other than SpringMapConvNG, what parts of the tool chain are needed to make a Zero-K map?

Here's the toolchain i used in the one hour map video (and also for Glacies, Coagulation), with some alternatives i know were used by other mappers.

1: Blender to do terrain sculpting and texture auto generation (or use springboard with manual texture painting)
- OR any other heightmap/terrain editing/generation tool e.g. Gaia, Carrara, WICed, L3DT, Bryce, etc. Most of them are proprietary, sometimes very ($100+ license cost). Blender requires quite some expertise to set up for map editing, and my experiments with the ANT plugin were quite abortive.

2: Gimp to do flat image post-processing (ex: DNTS) if necessary (or use springboard)

3: SpringMapConvNG to compile the map (alterantives: any other mapconv; or use springboard) <--- you are here

4: SpringBoard for precision tuning of your heightmap (fixing slope angles and water depths in particular; alternative: lots of fiddling with your heightmap tool, e.g. blender)

5: SpringBoard for feature placement (alternative: write a placement config by hand in text editor)

6: Zero-K to easily generate startbox configurations (which would be part of SB:ZK when such a thing is done)

7: A text editor of any kind to save startbox and metal configurations (which should be automatically done by SB:ZK when such a thing is done)

8: An archive manager capable of producing non-solid 7z or zip files

Steps 1-5 and 8 are doable in SpringBoard currently or are SpringBoard.

I don't see any reason to distribute SpringMapConvNG in that light.
+2 / -0

5 years ago
I want to get this clear. The minimum requirements for creating a Zero-K map is a 3D image editor, a 2D image editor, a text editor (1D image editor?) an archive manager that can produce non-solid 7zip or non-solid zip files, Zero-K and a map compiler?

A Map compiler takes the images and text as input and outputs it in a format ready for the game to load. https://springrts.com/wiki/Maps:Compiling


SpringMapConvNG has one issue at the moment https://github.com/spring/SpringMapConvNG/issues/2. It is one opened by JPrankgajop this time last year. Was there any other problems with adding SpringMapConvNG to the spring repo as submodule and let it ship with spring other than it not being built statically?
+0 / -0


5 years ago
The minimum requirements are an image editor, text editor, compiler, archiver.

This leaves you to paint the heightmap as a black-and-white image, and place features and startboxes by manually writing a config file, but some well-known maps were done in this way.
+3 / -0

5 years ago
Why is the spring map compiler not part of the spring run time environment now if spring maps can't be made without of it? Is it for code cleanliness?
+0 / -0
quote:
Why is the spring map compiler not part of the spring run time environment now if spring maps can't be made without of it? Is it for code cleanliness?


As far as i can gather, that's just an accident of the respective projects' evolution.

Consider: there is not - and afaik there never was - a project officially named "The Spring Map Compiler". Instead, there's "mapconv", "Mother's mapconv", "Beherith's mapconv", "Pymapconv", "SpringMapConvNG", "smf_tools", the built-in-java compiler provided by SpringMapEdit, etc.

Much the same reason why Spring requires an external lobby program to play multiplayer games, but no single lobby is part of the engine (even if SpringLobby is maintained by Spring devs).

I think (probably) the first compiler(s) and the lobby(ies) were written by people who were not directly engine devs at that point: as separate but adjacent projects; and that's the way it mostly stayed until now.

The only move i know of that attempted to integrate the compiler into the engine proper was made as part of an attempt to integrate a compiler into SpringBoard (which ended up being solved by packaging the separate binary instead)
+2 / -0

5 years ago
The spring engine developers consider map compiling an application problem just like they do with the lobby and game developers responded by bundling their own lobbies with the game?

Springboard is using SpringMapConvNG today. https://github.com/Spring-SpringBoard/SpringBoard-Core/tree/master/dist_cfg/bin

AUrankAdminGoogleFrog, you think the problem with Springboard is the interface? JPrankgajop do you agree with AUrankAdminGoogleFrog? Does any spring games bundle a map compiler with the game like Zero-K does with the lobby?
+0 / -0

5 years ago
This is what I think blocks the next SB release: https://github.com/Spring-SpringBoard/SpringBoard-Core/milestone/7
+1 / -0


5 years ago
My problem is not the interface. My problem is what I wrote.
quote:
For a piece of mapping software to be suitable for public release it needs to do everything. You have to be able to download it, launch it, mess around with some tools and paintbrushes, then click a button to export the map.
+0 / -0