Yeah... while it would be (*much*) easier if you had the original (not the packed .wdg file), you can still fix it.
Just extract all the crap in that .wdg with wdgload or one of the other wdg unpackers, then you have to edit some files, and recreate some wrf files. Huge PITA, since you have to make sure everything is correct, and that isn't fun at all.
Maybe I should take Kage's advice, and have people pony up some $$$/hardware/whatever for converting these things. ;D
Oh, and in case you think I am serious about the donations, I am not. Not unless you have written permission that we can use that file from the original author, and they agree to let this project include it in the map pack.
I downloaded the two maps here on this Thread, "Teamwar & TheBigOne, Put them in my maps folder - they show up, and work fine - I re-read this topic and links numerous times and used those two maps I downloaded for reference, to make sure I knew what I was doing.. and made no mistakes.
I have a bunch of maps I downloaded from lord knows where years ago, and decided to give it a whirl and try converting some of them, I followed every instruction to a "T" including the "/" instead of "\"
They will just not show up in the list of maps to play when I load the game. I obviously must be doing something wrong here, But I have rechecked everything over and over, and I cannot for the life of me see the problem.
I have the 2.1 beta2 version installed.
Any chance someone could take a look at these, and possibly tell me if or what I might have done wrong here?
here is something u can use to convert "wdg" files from the V.1.10 warzone2100 to the ".wz" to make ur maps play in the new version 2.1 beta download the attachment. It has txt and an example file. Good Luck I hope this helps all.
**Poison Crow**
KrazyBabe77 wrote:I downloaded the two maps here on this Thread, "Teamwar & TheBigOne, Put them in my maps folder - they show up, and work fine - I re-read this topic and links numerous times and used those two maps I downloaded for reference, to make sure I knew what I was doing.. and made no mistakes.
I have a bunch of maps I downloaded from lord knows where years ago, and decided to give it a whirl and try converting some of them, I followed every instruction to a "T" including the "/" instead of "\"
They will just not show up in the list of maps to play when I load the game. I obviously must be doing something wrong here, But I have rechecked everything over and over, and I cannot for the life of me see the problem.
I have the 2.1 beta2 version installed.
Any chance someone could take a look at these, and possibly tell me if or what I might have done wrong here?
Thanks!
~Laura
Hmm, looks like I forgot to reply in public.
Here was the "fix" in case others run into the same issue:
Hi, you don't have the correct folders.
If you open up any other mapname.wz file, (with zip or whatever), you will see the correct directory structure that is needed.
I would fix for you, but I am short on time. If you still can't get it working, PM me, I will fix it for you.
But in short, when you first open the mapname.wz file, you should see:
multiplay (directory)
mapname.addon.lev (file)
in multiplay:
maps (dir)
in maps:
XX-mapname (dir)
XX-mapname.gam (file)
(XX = 2/4/8c or...)
Through some amazing stroke of luck, 4 maps I made a while back are still in my gmail account. They are in the old .wdg format and I would like to convert them, but this WDG-Explorer tool doesn't start on my system. Here is the error I get:
Component 'MSCOMCTL.OCX' or one of its dependencies not correctly registered: a file is missing or invalid.
I am running Vista 64 with latest updates. Itried running it as administrator and in all the compatibility modes to no avail. I also tried it on an xp machine with a similar error, the only difference was the name of the .OCX file.
I also have written new instructions, is unfortunately intends for you without a great use for the 2.2.X versions, unfortunately, since everything is in German, my knowledge of English does not suffice to translate this.
However, the following changes are only important in the reason:
All file names must have to be written with lower-case letters in the .lev file instead of "\"normal"/" you otherwise use gives it does not believe any great changes.
error |11:15:09: [pie_AddTexPage] pie_AddTexPage: non POT texture aurora.png
error |11:15:10: [buildFeature] *Tree3*(320) already placed at (145+1, 112+1) when trying to place *Tree3*(162496) at (145+1, 112+1) - removing it
Terminator wrote:
Should I cut texture for tiles like in base.wz?
You have to make Mip Maps from HB's custom tertile set (ariza.pcx) using Kage's Python Script in Dev Tools - see my thread on Upgrading Grim's Mod which is one of the things I had to do - make his custom tertiles single page .pcx compatible with the current binaries (.pcx sheet > .png sheet > mip-map .pngs)
HB's tertiles also make use of the practice of using terrain textures to make structures which make the set singularly map specific by design...... which means that you are gonna have to deal with the .wrf files way differently than what I did with Grim's Mod to handle the custom tertile component. Basically Grim's are an alternate to the stock Arizona tertiles and follow their placement structure and do not include any terrain tiles to be used in any other way - HB's are a whole other deal and have to be handled as unique and NOT as a replacement for any of the stock tertile sets because they can ONLY be used on maps designed with them like Aurora..... and no other maps designed with any of the 3 stock tertile sets.
error |03:33:00: [iV_loadImage_PNG] Unsupported image depth (2) found. We only support 3 (RGB) or 4 (ARGB)
error |03:33:00: [iV_loadImage_PNG] Assert in Warzone: png_util.c:170 (image->depth > 3), last script event: '<none>'
error |03:33:00: [texLoad] Could not load texpages/aurora-128/tile-00.png!
error |03:33:00: [texLoad] Assert in Warzone: texture.c:222 (retval), last script event: '<none>'
error |03:33:00: [dataTERTILESLoad] Error loading tertiles!
error |03:33:00: [dataTERTILESLoad] Assert in Warzone: data.c:643 (status), last script event: '<none>'
error |03:33:00: [resLoadFile] resLoadFile: The load function for resource type "TERTILES" failed for file "aurora"
error |03:33:00: [resLoad] resLoad: failed to parse wrf/aurora.wrf
error |03:33:00: [startGameLoop] Shutting down after failure
campaign AURORA1
data "wrf/vidmem3.wrf"
data "wrf/aurora.wrf"
data "wrf/basic.wrf"
data "wrf/cam3.wrf"
data "wrf/audio.wrf"
data "wrf/piestats.wrf"
data "wrf/stats.wrf"
data "wrf/multires.wrf"
campaign AURORA2
data "wrf/vidmem3.wrf"
data "wrf/aurora.wrf"
data "wrf/basic.wrf"
data "wrf/cam3.wrf"
data "wrf/audio.wrf"
data "wrf/piestats.wrf"
data "wrf/stats.wrf"
data "wrf/multires2.wrf"
campaign AURORA3
data "wrf/vidmem3.wrf"
data "wrf/aurora.wrf"
data "wrf/basic.wrf"
data "wrf/cam3.wrf"
data "wrf/audio.wrf"
data "wrf/piestats.wrf"
data "wrf/stats.wrf"
data "wrf/multires3.wrf"
// MultiPlay Tech Level 1
level Aurora-T1
players 8
type 12
dataset AURORA1
game "multiplay/maps/8c-aurora.gam"
data "wrf/multi/campaign.wrf"
data "wrf/multi/fog1.wrf"
// MultiPlay Tech Level 2
level Aurora-T2
players 8
type 15
dataset AURORA2
game "multiplay/maps/8c-aurora.gam"
data "wrf/multi/campaign.wrf"
data "wrf/multi/fog1.wrf"
// MultiPlay Tech Level 3
level Aurora-T3
players 8
type 16
dataset AURORA3
game "multiplay/maps/8c-aurora.gam"
data "wrf/multi/campaign.wrf"
data "wrf/multi/fog1.wrf"
// Skirmish Tech Level 1
level Sk-Aurora-T1
players 8
type 14
dataset AURORA1
game "multiplay/maps/8c-aurora.gam"
data "wrf/multi/skirmish8.wrf"
data "wrf/multi/fog1.wrf"
// Skirmish Tech Level 2
level Sk-Aurora-T2
players 8
type 18
dataset AURORA2
game "multiplay/maps/8c-aurora.gam"
data "wrf/multi/t2-skirmish8.wrf"
data "wrf/multi/fog1.wrf"
// Skirmish Tech Level 3
level Sk-Aurora-T3
players 8
type 19
dataset AURORA3
game "multiplay/maps/8c-aurora.gam"
data "wrf/multi/t3-skirmish8.wrf"
data "wrf/multi/fog1.wrf"
Attachments
tree.png (4.36 KiB) Viewed 10493 times
Last edited by Terminator on 26 Sep 2009, 12:08, edited 1 time in total.
Death is the only way out...sh*t Happens !
Russian-speakingSocial network Group http://vk.com/warzone2100
I first tried to open one of the 128 mip map .pngs that the game binary is chokeing on with my screen cap app and the .png crashed it. However I was able to open it with several other gfx apps - weird.
Anyway... I checked the properties of one of your 128 mip map .pngs and saw it was 32 bit depth and I had probs along these lines in my first set of python script generated mip maps and I ended up batch processing them into 24 bit depth .pngs and that worked.
In standart windows properties all images are in 32-bits. My FastStone Image viewer 3.9 says that all pics are in 24-bits.
Dont know What a hell is this & what to do.
Death is the only way out...sh*t Happens !
Russian-speakingSocial network Group http://vk.com/warzone2100
Terminator wrote:
By the way. Kage's .py script cutting texture & makes it 32-bits by default. And I didint find any settings about it.
That was my biggest headache too when I converted Grim's tertiles last June and wrote about in the referred threads. I couldn't find any setting either with the .py script and ended-up batch processing to a different bit depth in another proggy before my mip-maps would work.