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Thread: Map editors

  1. #1
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    Default Map editors

    Once map data gets out, what software will be able to edit it?

    Give me programs and file formats I can put data in,
    or all you'll get will be KML and Google Earth ;-)

  2. #2
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    Default Re: Map editors

    KML is no good for this amounts of data. I tried to load some big KML into Qgis and it just crashed.

    Options people, I need options.

  3. #3
    The Hedge Knight's Avatar Fierce When Cornered
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    Default Re: Map editors

    What sort off programs do you need? Generic map editing programs? Image editors?

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    Default Re: Map editors

    Plain images are trivial. I have huge amounts of vector data for ETW campaign map that I need to turn into something editable.

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    Primergy's Avatar Protector of the Union
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    Default Re: Map editors


  6. #6
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    Default Re: Map editors

    Problem is it only works on 32 bit os though?

  7. #7
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    Default Re: Map editors

    I have windows 7 64x and it works for me fine....atleast the simple converting drm data in heightmaps for games.

  8. #8
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    Default Re: Map editors

    Height maps are the easy part as far as I can tell. What do RTW/M2TW modders use?

  9. #9
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    Default Re: Map editors

    Photoshop and gimp primarily.

    .raw formats can be imported exported by many programs if its a grayscale image.

  10. #10
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    Default Re: Map editors

    Quote Originally Posted by 'The Hedge Knight View Post
    Photoshop and gimp primarily.

    .raw formats can be imported exported by many programs if its a grayscale image.
    Wait, are you really saying all map data in RTW/M2TW is just pixels? No vector outlines, splines, quad trees and such?

  11. #11
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    Default Re: Map editors

    yeah it is pixels and txt files...


    Infact rome uses about six file formats commonly...

    .txt
    .tga
    .dds
    .xml
    .cas
    .pak
    Last edited by The Hedge Knight; October 02, 2010 at 01:30 PM.

  12. #12
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    Default Re: Map editors

    Well, in such case you can see why I'm having all these problems and why nobody figured it out earlier.
    Campaign map in ETW is nothing like pixels and txt files. It's proper vector model, and not a simple one.

  13. #13
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    Default Re: Map editors

    Yeah...

    The wide variety of obscure formats without converters is why people call etw and ntw unmoddable...

    Would somthing like l3dt do it?
    http://www.bundysoft.com/L3DT/

  14. #14
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    Default Re: Map editors

    Quote Originally Posted by 'The Hedge Knight View Post
    Yeah...

    The wide variety of obscure formats without converters is why people call etw and ntw unmoddable...
    They're no longer obscure. Now what would converters convert them to?
    I've been trying this and that, but none of what I found so far have been terribly promising.

  15. #15
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    Default Re: Map editors

    Well things like the model formats. We had one for infantry fairly fast but we only got one for rigidmodels (artillery and ships) a few weeks ago. Likewise with anims. We still lack one for ntw and there appears to be none comming any time soon.

    Also the ridiculous esf files got people annoyed
    And the luacs
    And the layout scripts
    And the unopenable tables with mysterious columns

    Basicly there were until a few weeks ago a huge variety of unopenable uneditable formats... And there still are which has give empire and napoleon a reputation for not being 'properly moddable'.

  16. #16
    Primergy's Avatar Protector of the Union
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    Default Re: Map editors

    And there still are which has give empire and napoleon a reputation for not being 'properly moddable'.
    And it seams it wont be "properly modable" for the majority of the people even if the map will finaly be cracked, since this thread points in the directory that you will need very special programs and knowlegde for creating new maps, atleast if you want to dont want to use the complete world map of empire.

  17. #17
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    Default Re: Map editors

    Quote Originally Posted by 'The Hedge Knight View Post
    Well things like the model formats. We had one for infantry fairly fast but we only got one for rigidmodels (artillery and ships) a few weeks ago. Likewise with anims. We still lack one for ntw and there appears to be none comming any time soon.

    Also the ridiculous esf files got people annoyed
    And the luacs
    And the layout scripts
    And the unopenable tables with mysterious columns

    Basicly there were until a few weeks ago a huge variety of unopenable uneditable formats... And there still are which has give empire and napoleon a reputation for not being 'properly moddable'.
    TGA=always open
    XML=always open
    BIK=always open
    CSV=always open
    LOC = long open
    DDS= long time
    PACK = long time
    ESF = now fully open
    LUAC = it would take two days tops to fix luadec bugs
    DB tables = fully open except one, which would take a few hours tops

    None of them involved any effort on part of CA to make them difficult to mod,
    they just never bothered to explain.

    All data formats I've seen so far were just uint8/16/32, single precision floats, utf16le/ascii, 1/2/4 byte type tags, uint16/uint32 array length prefixes, uint32 segment end offsets, booleans as 0x00/0x01, and everything else encoded as obviously as possible.

    DB tables were the only ones that required non-trivial code to analyze.

    Am I the only one old enough to remember DOS and hex editors?

    Which important format is still a big unknown?

  18. #18
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    Default Re: Map editors

    Quote Originally Posted by Primergy View Post
    And it seams it wont be "properly modable" for the majority of the people even if the map will finaly be cracked, since this thread points in the directory that you will need very special programs and knowlegde for creating new maps, atleast if you want to dont want to use the complete world map of empire.
    GIS is not as widely know as images and GIMP/Photoshop,
    but it's not any more special than 3dmax or milkshape.
    Googling for "geospatial" yields 29 million results.

    I don't have any clue about either 3d modelling or GIS, that's why
    I've been asking what you guys are using. I wouldn't even be here
    if campaign AI didn't suck so hard, it is only by accident that I got
    anywhere near maps ;-)

  19. #19
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    Default Re: Map editors

    Which important format is still a big unknown?
    I would say the supertexture in the supertexture.pack and the farm_fields_tile_texture templates which are used to place the walls, hedges and buildings on the battlemaps.

    but it's not any more special than 3dmax or milkshape.
    Well, it took me 6 years to become a decent 3D modeler and texture "artist" (alteast i think so ) in Max.... so i hope GIS wont be that special ...but perhaps im only pretty slow.

  20. #20
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    Default Re: Map editors

    Quote Originally Posted by Primergy View Post
    I would say the supertexture in the supertexture.pack and the farm_fields_tile_texture templates which are used to place the walls, hedges and buildings on the battlemaps.



    Well, it took me 6 years to become a decent 3D modeler and texture "artist" (alteast i think so ) in Max.... so i hope GIS wont be that special ...but perhaps im only pretty slow.
    .farm_template_tile is plain ESF

    <esf magic='43982 0 1233251232'>
    <node_types><node_type name='ROOT_FARM_TILE_TEMPLATE'/><node_type name='FARM_LIST'/>
    <node_type name='FARM_DATA_ITEM_OWNER'/>
    <node_type name='FARM_DATA_COLLECTION'/>
    <node_type name='ID_LIST'/>
    <node_type name='FARM_DATA_ITEM_LIST'/>
    <node_type name='FARM_DATA_ITEM'/>
    <node_type name='FARM_DECAL_LIST'/>
    <node_type name='FARM'/>
    <node_type name='POSITIONED_WALL_HANDLE_LIST'/>
    <node_type name='WALL_LIST_SECTION'/>
    <node_type name='ROAD_HANDLE_LIST'/>
    <node_type name='FARM_COLLISION'/>
    <node_type name='WALL_LIST'/>
    <node_type name='WALL'/>
    <node_type name='ROAD_LIST'/>
    <node_type name='ROAD'/>
    <node_type name='WALL_POST_LIST'/>
    <node_type name='WALL_POST'/>
    <node_type name='EF_LINE_LIST'/>
    <node_type name='EF_LINE_LIST_BLOCK'/>
    <node_type name='EF_LINE'/>
    <node_type name='FARM_TREE_LIST'/>
    <node_type name='FARM_TREE'/>
    </node_types>
    <ROOT_FARM_TILE_TEMPLATE>
    <ary_FARM_LIST version='1'>
    <FARM_LIST version='1' >
    <FARM_DATA_ITEM_OWNER version='2' ><s>field69</s><u>0</u><u>1</u>
    <FARM_DATA_COLLECTION version='1' >
    <ID_LIST version='1' ><u4a/></ID_LIST>
    <ID_LIST version='1' ><u4a/></ID_LIST>
    <ary_FARM_DATA_ITEM_LIST version='1'>
    <FARM_DATA_ITEM_LIST version='1' >
    <FARM_DATA_ITEM version='1' ><s>american_rural03</s><v2 x='453.651641845703' y='-121.325355529785'/>
    <u2x>338</u2x><v2 x='1.0' y='1.0'/>
    </FARM_DATA_ITEM>
    </FARM_DATA_ITEM_LIST>
    </ary_FARM_DATA_ITEM_LIST>
    <ary_FARM_DATA_ITEM_LIST version='1'>
    <FARM_DATA_ITEM_LIST version='1' >
    <FARM_DATA_ITEM version='1' ><s>prop_field_cart</s><v2 x='642.912475585938' y='50.4002647399902'/>
    <u2x>52829</u2x><v2 x='1.0' y='1.0'/>
    </FARM_DATA_ITEM>
    </FARM_DATA_ITEM_LIST>
    </ary_FARM_DATA_ITEM_LIST>
    <ary_FARM_DECAL_LIST version='1'/>
    <ID_LIST version='1' ><u4a/></ID_LIST>
    <ID_LIST version='1' ><u4a/></ID_LIST>
    </FARM_DATA_COLLECTION>
    <FARM_DATA_COLLECTION version='1' >
    <ID_LIST version='1' ><u4a/></ID_LIST>
    <ID_LIST version='1' ><u4a/></ID_LIST>
    <ary_FARM_DATA_ITEM_LIST version='1'/>
    <ary_FARM_DATA_ITEM_LIST version='1'/>



    .farm_fields_tile_texture is trivial container format, parts can be extracted with this:

    data = STDIN.read
    hcnt, = data.unpack("V")
    ofs = data[4, 4 + hcnt*4].unpack("V*")
    raise "FAIL" unless ofs[0] == 4*hcnt+8 and ofs[-1] == data.size # Sanity check
    hcnt.times{|i|
    part = data[ofs[i]...ofs[i+1]]
    File.open("tmp-#{i}.xxx", "w"){|fh| fh.write part}
    }

    Now what the hell are these parts isn't immediately apparent, but if these are the big unknowns then we'll have ETW China mod before Christmas.

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