SC2 Map Texture Mask Importer/Exporter
Post #22
UnholyUrine
Jul 12 2010, 12:03 am
Post #23
payne
Jul 14 2010, 6:36 pm
Post #24
O)FaRTy1billion
Jul 14 2010, 8:57 pm
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.rapsdleF
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Figure out what operating system you have and what architecture (32-bit, 64-bit) and google comdlg32.ocx and your OS.
![]() ![]() ![]() ![]() ![]() ![]() TinyMap2 - Latest in map compression! [ 8/26/12 - New build! Potentially fixed Win7 crash ]
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!) EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab! MapSketch - New image->map generator! EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported) SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor! times! |
Post #26
O)FaRTy1billion
Jul 15 2010, 4:56 am
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.rapsdleF
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... Which is why I said google it.
![]() ![]() ![]() ![]() ![]() ![]() TinyMap2 - Latest in map compression! [ 8/26/12 - New build! Potentially fixed Win7 crash ]
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!) EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab! MapSketch - New image->map generator! EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported) SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor! times! |
Post #27
O)FaRTy1billion
Sep 9 2010, 5:10 am
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.rapsdleF
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Updated for SC2 retail ... finally.
![]() ![]() ![]() ![]() ![]() ![]() TinyMap2 - Latest in map compression! [ 8/26/12 - New build! Potentially fixed Win7 crash ]
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!) EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab! MapSketch - New image->map generator! EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported) SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor! times! |
Post #29 BossGT10 Oct 16 2011, 5:13 am
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I have a few questions,
What's the ordering of the layers themselves? Does it just go like Layer 1 = base Layer 2 = first texture added, layer 3 = second texture added... and so on? or does the engine have different textures assigned to each layer? Would it be possible for you to add a "make unused" button and completely delete the mask... meaning making it unused. I've found out that even if you "mistakenly" add a texture and even if you undo to complete deletion of it it will still keep the layer, completely black, of course, but that should increase the filesize, right? Which is a bad thing for something we're not actually using. If the "t3texturemap" determines the layers order, would it be possible for you to make this program also able to "order" the layers? Meaning that I want certain layer to be on top of another, for that matter, meaning like this I've painted a dirt spot (Layer 2) then I painted a grass on top of it with a lower strenght on the editor so I could still see the dirt (layer 3) then on top of that I painted a rocky texture, with not complete opacity, meaning I could still see the grass, but not the dirt. (layer 4) Would it be possible for you to make this program such that you could rearrange that order, meaning, I want the layer 2(dirt) to now be "on top" of the grass and grass (layer 3) inmidiately after the default base (layer one). Meaning that I want to make layer 2 into 3 and 3 into 2 or are the texture references to each layer not pointed by the t3texturemask? It wouldn't be much of a mask swapping but rather a "assign the other one's texture to another layer" kind of thing. Is 2048 by default the max size of the layers? Can you make them bigger for much more detailing? What happens if I give a mask to one of these unuseds? what texture does it use? Would it be possible to use more than 8 textures, in theory, if you could assign more layers and assign those layers to a texture reference? Where are the textures for each layer referenced anyway? I thought the masks all had values sorta like an opacity mask in which all of them can have ranges from black to white but this seems to be more of a if you have 100% ammount (white) in a mask you will NOT have 100% in another mask, but rather in all other layer masks it'll be 0%, however you can have mixed values like 50% in one and 50% in another mask so the two masks "blend" and build up to a total of 100% but never 100% in more than one mask. Which simply sucks completely makes what I'm doing almost impossible, if not impossible already and quite honestly this is just simply innefficient This means that you don't actually have 8 textures blended but rather you just have one...Upon actually testing it it seems that you CAN actually have more than one mask with 100% "ammount" except that they'll act as 50% opaque which is just funny disregard my first edit, questions still remain.Figured as much it was easier for me to post rather than ask you as they were long questions and you weren't online anyway This post was edited 2 times, last edit by BossGT10: Oct 16 2011, 6:08 am. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #30
O)FaRTy1billion
Oct 16 2011, 7:16 am
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.rapsdleF
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I haven't really tested the limits and variability of the format ...
What's the ordering of the layers themselves? Does it just go like Layer 1 = base Layer 2 = first texture added, layer 3 = second texture added... and so on? or does the engine have different textures assigned to each layer? Would it be possible for you to add a "make unused" button and completely delete the mask... meaning making it unused. I've found out that even if you "mistakenly" add a texture and even if you undo to complete deletion of it it will still keep the layer, completely black, of course, but that should increase the filesize, right? Which is a bad thing for something we're not actually using. If the "t3texturemap" determines the layers order, would it be possible for you to make this program also able to "order" the layers? Meaning that I want certain layer to be on top of another, for that matter, meaning like this I've painted a dirt spot (Layer 2) then I painted a grass on top of it with a lower strenght on the editor so I could still see the dirt (layer 3) then on top of that I painted a rocky texture, with not complete opacity, meaning I could still see the grass, but not the dirt. (layer 4) Would it be possible for you to make this program such that you could rearrange that order, meaning, I want the layer 2(dirt) to now be "on top" of the grass and grass (layer 3) inmidiately after the default base (layer one). Meaning that I want to make layer 2 into 3 and 3 into 2 or are the texture references to each layer not pointed by the t3texturemask? It wouldn't be much of a mask swapping but rather a "assign the other one's texture to another layer" kind of thing. Code <textureList num="8"> <texture i="0" name="BraxisAlphaMetal"/> <texture i="1" name="BraxisAlphaRock"/> <texture i="2" name=""/> <texture i="3" name=""/> <texture i="4" name=""/> <texture i="5" name=""/> <texture i="6" name=""/> <texture i="7" name=""/> </textureList> Is 2048 by default the max size of the layers? Can you make them bigger for much more detailing? What happens if I give a mask to one of these unuseds? what texture does it use? Would it be possible to use more than 8 textures, in theory, if you could assign more layers and assign those layers to a texture reference? Where are the textures for each layer referenced anyway? ![]() ![]() ![]() ![]() ![]() ![]() TinyMap2 - Latest in map compression! [ 8/26/12 - New build! Potentially fixed Win7 crash ]
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!) EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab! MapSketch - New image->map generator! EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported) SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor! times! |
Post #31 BossGT10 Oct 16 2011, 8:05 am
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I don't think so, but I haven't tried loading wrong-sized images. 8 textures is hardcoded. I've tried playing with this (adding entries to textureList, etc.) and t3texturemasks seems to always (and only) have 8 textures. Thanks ![]() ![]() ![]() ![]() ![]() ![]() |
Post #32
Tempz
Oct 20 2011, 10:10 pm
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What a caterpillar calls death a master calls a butterfly.
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Only problem with it is that some pictures don't translate well to the map epically pictures that are intricate.
![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
Post #34
O)FaRTy1billion
Feb 27 2013, 10:21 am
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.rapsdleF
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I haven't played with the sc2 data files in a long time ... xD I could check them out again.
I think the problem I had with t3heightmap was that each value is a 16-bit number, which creates either depth problem (limiting to an 8-bit number) or makes it more difficult to edit (image editors that support 16-bit greyscale). ![]() ![]() ![]() ![]() ![]() ![]() TinyMap2 - Latest in map compression! [ 8/26/12 - New build! Potentially fixed Win7 crash ]
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!) EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab! MapSketch - New image->map generator! EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported) SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor! times! |
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.. as you Pee
times!
This means that you don't actually have 8 textures blended but rather you just have one...
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