WarZone 2100 World Editor 32 bit -128 by128 -png Beta

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Rman Virgil
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by Rman Virgil »

* K... Let's take this long & convoluted journey of discovery & encapsulate it in simple net results.

* 1st: I cannot use the same directory struct recommended & that apparently works for you Lav.

* With a simple change it all works perfect for me now.

* The change: I made the Project Save Directory "SAMPLES"

* 2nd: 32 EW has some fail-safe checks to make sure you don't compile .wz that are missing prereqs or dependencies....

* HOWEVER, those routines are NOT bullet-proof - aka you can successfully compile a .wz that will not even load in-game & will generate that aforementuioned C++ Runtime Error & cause the GPL WZ to DTC.

* One way to trigger this is by creating a .wz whose routing gateing (or lack) is  flawed. UPon trying to load said .wz the GPL WZ precipitates a mem aloc cascade which the C++ Runtime rejects thus resulting in the DTC. At least that is how I'm interpreting my exp / results. I leave it to the Power-Coders in this community to dig deeper on a code level into these issues...... I'm just  anxious to get back to creating - in this arena, a new WZ map i'm calling "Turtle-Rush"...

* And thanks again for all the invaluable input & lending a hand that enabled this sucessful outcome. :)

L8rs, rv :D
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Rman Virgil
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by Rman Virgil »

........


* Oh yeah, forgot to mention....

* Only tertiles3 have a Water Texture....... tertiles1 & 2 doNOT.... it's just a transparency.

* I'm using tertiles1..... and you know me, I like useing water in my maps.

* No biggie for my project - I'll get a water texture into my set... at least it used to be easy for me to do... we'll see.. ;)

* However, you may want to address in the 32 EW distro....

Cheers, rv :D
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lav_coyote25
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by lav_coyote25 »

why is it ?? :o huh?? ??? why?? ??? we just get it to work and then all of a damn sudden.... >:( >:(


there is supposed to be damn water there... little egypt.
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‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by Rman Virgil »

lav_coyote25 wrote: why is it ?? :o huh?? ??? why?? ??? we just get it to work and then all of a damn sudden.... >:( >:(
there is supposed to be damn water there... little egypt.

* Hehe... Yep, "Little Egypt" is without water.

* Perhaps someone in the WZ community has ired the Egyptian dietyThoth to be most displeased &, inturn,  with what little powers left in our 21st century world he has vistited upon our beloved "Little Egypt" the equivalent of a 10 year drought in  a heartbeat thus causing the mighty Nile of WZdom to pucker-up into a pitiful mud puddle. ;)

* Kidding aside, the texture is just NOT in tertiles1 or 2.

* But look at the bright side... "Fishnets" has water.... 'cause it uses tertiles3 (aka the "Rocky Mountain" set) which indeed has a water texture..

* Now it shouldn't be a big deal to use Photo Shop or PaintShop Pro to dup the tertiles3 H2O tile and insert into the tertiles1 set. Tertiles2 ("Urban"), however, will require more work... more tiles need to be made for "corners", etc.....

L8rs, rv :)
Last edited by Rman Virgil on 03 Jan 2007, 15:11, edited 1 time in total.
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DevUrandom
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by DevUrandom »

I did some screenshots on Litte Egypt yesterday and I certainly had water...
Look on http://wz2100.net/screenshots.html for Artillery Aimtraining...
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by Rman Virgil »

DevUrandom wrote: I did some screenshots on Litte Egypt yesterday and I certainly had water...
Look on http://wz2100.net/screenshots.html for Artillery Aimtraining...
* Ah, the mystery deepens...

* My orginal encounter was with the last 32 EW tertiles.... HOW that effected already compiled .wz - don't know.

* Do you have last 32 EW installed ? Me & Coyote obviously do & have compiled new maps with the tertiles that come with it & run them in-game.....

* Is it possible for tertiles in  32 EW folder to supercede those in the Mod Folder of the WZ install (Grim.wz) if you've compiled & run new maps with tertiles missing the water texture ?...

Cheers, rv :)

----

* Easy enough to get water texture into 32 EW & paint it.

* However compiled map.wz doesnot show texture in-game...

* It's defaulting, as you'd think, to the Global Mod..... BUT then why Dev see's in his but me & Coyote don't if we all have SAME Global.wz ??

Hmmm.... rv

(Merged by DevUrandom)
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DevUrandom
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by DevUrandom »

Rman Virgil wrote: * Ah, the mystery deepens...

* My orginal encounter was with the last 32 EW tertiles.... HOW that effected already compiled .wz - don't know.

* Do you have last 32 EW installed ? Me & Coyote obviously do & have compiled new maps with the tertiles that come with it & run them in-game.....
No, I don't have it installed. I am on Linux actually... (But the on Windows it works none the less.)
* Is it possible for tertiles in  32 EW folder to supercede those in the Mod Folder of the WZ install (Grim.wz) if you've compiled & run new maps with tertiles missing the water texture ?...
No. Both programs don't know of each other and as long as you don't make EW use the Warzone directories or set the EW directories as datadir for Warzone, they won't use each other's data.
* Easy enough to get water texture into 32 EW & paint it.

* However compiled map.wz doesnot show texture in-game...

* It's defaulting, as you'd think, to the Global Mod..... BUT then why Dev see's in his but me & Coyote don't if we all have SAME Global.wz ??
The warzone.wz should be the same for all of us, yes...
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by Rman Virgil »

* Well I can continue to trouble-shoot this latest issue OR

* Go back to implementing my "Turtle Rush" Map to test the proof-of-concepts that are imbeded in it's design...

* For now I have chosen the later and am indeed happily play-testing my alpha-build of "Turtle-Rush"..... WITH water in both EW & WZ...(just switched to tertiles3 instead of tt1 even though I fixed tt1 in EW I'd have to also compile my own WzMod .wz with the fixed tt1 & distribute it with my map.wz to be sure water was in-game useing the Arizona tile set.... Not justifiable for several reasons..)

* While the "Rocky Mountain" (tt3) is adequate to my Map GPM goals... the tt1 set is visually more interesting....

* But as the expression goes... "necessity is the mother of invention" and while dealing with all these obstacles to simply making a map I was inspired to come-up with new variants that I believe are making the original design stronger GPM-wise..

* After I'm done with the best beta I can make of "Turtle-Rush" & have it in MP for stress-testing.... I'll come back to this last mystery & help... That is if you guys haven't already figured it out by then.


Carpe Diem, rv :)
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lav_coyote25
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by lav_coyote25 »

ok - how is the texture done.  and how is the alpha channel done...  because this is - i believe what is happening - why i dont know... both rod and grim had the set working fine.  now the bug shows itself again... so what has changed??? in the png stuff to produce this thing again. ???
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by Rman Virgil »

* Well, all I can say is that compiled map.wdgs & map.wz work very differently.

* With Hb's T-M linker we could compile the actual custom textures in the map.wdg

* The way map.wz work is that only referents are compiled, referents to the global-mod.wz that actually has the textures refered to by the map.wz....

* So I can change tertiles & see & work with them in 32 EW.... but unless the new textures themselves are compiled into a seperate global mod.wz you won't get them in-game.

* The real mystery for me here is that you, me & Dev supposedly have the same exact global mod.wz (with the tertiles) but only Dev can get water in game with maps that use tertiles1 (Arizona set) - both you and I cannot - as in "Little Egypt"... He sees water, we just see the transparency with the tile outline but no water texture...

* How is THAT possible ???

* Why does Dev's global-mod.wz render tertile1's water texture but ours doesn't - & it's the same ????

* I haven't done anything with the global-mod.wz (Grim's).... It is exactly as I downloaded with the GPL WZ.

* Beats me.....

* But I do prefer tertiles1 (my fav is my own set but it remains 64x64 .pcx & doubt i'll ever redo it as 128x128 .pngs).....

* In comparison tertiles3 fall way short in aesthetic variety & actually the set needs expansion badly - there's not enough transition tiles.... however,  the water texture does work, & it will have to do for now..

L8rs, rv :)
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by DevUrandom »

Does it work without Grim's wz, means: Just plain default graphics.
What are you using actually? grim.wz or artupdate.wz? Because the latter also has c2 tilesets included.

If it works without the mod, then either we have some problem with accepting bitdepth we don't really support or your graphicscard is broken and doesn't support transparent textures. ;)
If you finish a mission and get the stats, can you see the experience bars? (I remember Jocke couldn't see them when he had problems with the bitdepth.) Is there any hint on bitdepth in the stdout.txt / stderr.txt files? (There would be if WZ is using something different than 32bpp.)

For your maps you don't need another mod.wz... You can simply put your additional files into the map.wz and they will override the ones in the warzone.wz
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by Rman Virgil »

* Thank's Dev, I'll check that all out over the next few days - good info.:)

* I'm sure my card is fine - I run HL2 & CoHs just fine & their GFX demands are way, way greater than WZ...PLUS, I AM running WZ water texture from tertiles3 in game from a compiled map of my own making like I mentioned already (Rocky Mountain set) which means to me that GPL WZ is compatible with my GFX hardware & software.... so none of that is an issue on my end (can say 'bout Lav's set-up)

* Right now I'm deep into building & testing "TR" & also discovering some very insteresting  A.I. & GFX anomalies along the way (like X-ray mirage units & structs on the edge of extreme verticality !!.... also trucks & units that stay locked to enemy sensors out of reach just running around in little circles ad nauseum like a*** retentive obsessive-compulsive neurotics, etc.... I'll write up a more formal "bug" report l8r.... I say "bug" because for me some of these are almost like undocumented "features" that I'll utilize in my map design... fun in it's own way.)

rv :D
Last edited by Rman Virgil on 04 Jan 2007, 20:56, edited 1 time in total.
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mundt1974
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by mundt1974 »

I have tried everything to download world editor 32bit from the site that you say to go to..
Is there any other site to go to get this map editor
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by lav_coyote25 »

what name did you register under?
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

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mundt1974