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VidiotMaps for Issue 24 and Beyond


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Regarding the numbers in the XML file, the ImageFileLength value seems to be the file size of the corresponding DDS file, in bytes (see screenshot). At least, for the handful of DDS/XML file pairs I have checked, which has included both VidiotMap and stock game maps, these numbers have always matched. I noticed that for the handful of my modified maps that I exported with mipmaps (except Warburg), the file size is 1 byte off from what I would expect. For example, both the stock and VidiotMap map for King's Row (the stock version is shown in the screenshot) have a file size (and ImageFileLength value) of 2097280 bytes. My exported DDS for King's Row has a file size of 2097281 bytes. I tried setting the ImageFileLength value in the XML for my modified file to both values, but the results were the same.

 

image_file_length.thumb.png.d6029576ae7d5d89ab19dbbec4afae10.png

 

The numbers for the various versions of the Warburg maps were all over the place, but the Warburg map is a bit of an odd duck so I am not going to worry too much about it at the moment.

 

I also tried altering the UnknownInt value independently, but that did not seem to have any effect. HeaderLength varies by map as well, and it seems to be tied the length of the FileRelativePathAndName value, but I don't fully know how the HeaderLength is determined. I generally left that number alone.

 

My process to date has included conversion from texture to DDS to BMP, then the BMP was modified and reconverted to DDS and texture. I have used several pieces of software to do this, including Paint3D for most of the image editing. I did a trial run using just the detexturizer to convert to DDS, and then editing/re-exporting the DDS using GIMP alone, but that seemed to make no difference at all in the file size or quality of the final product. So I feel reasonably comfortable that my overall process is sound, although I won't rule out that there may be some small tweak in the DDS export process (like using a different mipmap setting) that will solve the issue.

 

I did tinker with the RGBA export and while I initially didn't have much luck, after testing some other stuff, and especially after it seemed apparent that mipmaps are probably not the answer, I think exporting some maps in RGBA may be the correct format. (this part was edited)

 

I tested some other odds and ends but I think that covers the most relevant bits.

Edited by AboveTheChemist
update about RGBA format
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Hi!

Good news:

I think I have pinpointed a working method to edit maps that behave exactly like Blondeshell's maps. The file size for my test file remained the same as the source file and the process was pretty uncomplicated. You right about not using mipmaps

Bad news: I ended up going to Photoshop CS5 and the NVidia DDS plugin to achieve these results. The save settings in photoshop were "8.8.8.8 ARGB 32bpp" which I believe means an RGB file with an alpha channel and 8 bits per channel for a total of 32bits per pixel.

 

My process was to

0) install the DDS plugin which I downloaded from nVidias website. There is a version for photoshop CC and a legacy version for photoshop 5 through CS6 (which I used)

1) use the detexturizer (make sure the XML option is ticked) to separate the .texture source file into a .dds and a .xml

2) open the .dds file in photoshop, using the default import options ("load default size" I think). Edit as desired, flatten image (flattening may not be necessary)

3) "Save As..." (select dds as file format) input a file name and select folder location, click Save button.

4) A menu pops up with a variety of options, I selected no mipmaps, then from the top dropdown menu I chose 8.8.8.8 ARGB 32bpp, then clicked the Save button

5) Used Detexturizer to recompile the .texture file. You can edit the .xml file if the file size of the .dds has changed, but that does not appear to be necessary.

 

I resaved and attached the three files (which were previously giving me trouble at very low, low, and medium world texture quality), for anyone who wants them.

 

(NOTE: close the game before  replacing any game files or the game will crash.)

-PsiBug

 

map_city_05_03.texture map_V_PvP_03_01.texture map_V_PvP_04_01.texture

Edited by PsiBug
additional info and attachments
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5 hours ago, PsiBug said:

Good news

 

Thanks for looking into the Photoshop options, PsiBug! And my sincere thanks in general for all your help in working the bugs out of the map creation process. I will purchase a copy of Photoshop (or maybe not, see edit below) and use that going forward with my map projects.

 

With your permission, and with appropriate credit attribution, I would like to replace the problematic files I originally included in this post with the updated files you posted above.

 

Thanks again, I owe you a beverage of your choice should we ever meet in person!

 

Edit: I wonder if the NVIDIA Texture Tools Exporter standalone would work? Current Photoshop seems to only be available via subscription only, and both it and older standalone Photoshop software (via eBay) have somewhat prohibitive pricetags.

Edited by AboveTheChemist
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Thanks! Yeah feel free to use or share them however you wish!

I will have my beverage preferences sorted out just in case.

Maybe the nVidia standalone tools will work. I tried them but they are command line (DOS prompt) utilities and I didn't get very far with them.

Yeah, I stopped upgrading photoshop at version CS5 because of the incredible prices.  I think you can use CC as a free trial for 30 days (each time a new version is released I assume) if that interests you.

And maybe we can still figure out some way to match the photoshop settings in GIMP. or something like PAINT.

 

(disclaimer: these are just links I have found. As always use your own discretion regarding any downloads or link clicking)

PAINT (free program) link: https://www.getpaint.net/

link to forum thread about DDS plugin included in PAINT (I think A8R8G8B8 mentioned in this thread may be equivalent to the file format I used): https://forums.getpaint.net/topic/111731-dds-filetype-plus-04-10-2021/

 

=PsiBug

 

<EDIT> I installed PAINT.net and tried the two A8R8B8G8 options (linear and sRGB I think) and they seem to provide the same result as GIMP (only displayed properly at high or very high world texture quality settings) unfortunately. Possibly there is still some option in one of those two programs that works, but I am doubtful.

 

 

Edited by PsiBug
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AWESOME!  Thank you whole community. I was going to list people then it got too long. Everyone who did agonizing testing, leg work, research, and anything else.  Fantastic.

 

 

ALSO ARRRRRRG! Close your game FIRST!!!! Dam 8((

 

 

Hay Psi just above the links for the file maybe add WARNING: close game before installing.

Edited by Pouncy

An Ounce of Pounce is worth a Pound of Bounce.

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3 hours ago, PsiBug said:

I installed PAINT.net and tried the two A8R8B8G8 options (linear and sRGB I think) and they seem to provide the same result as GIMP (only displayed properly at high or very high world texture quality settings) unfortunately. Possibly there is still some option in one of those two programs that works, but I am doubtful.

I got the NVIDIA standalone texture tool loaded and I tinkered with some exports but I have not been able to get anything to work yet that isn't garbled at the lower world texture quality settings. I plan to do a little more testing but my hopes are not high. Speaking of PAINT.net, I found a different thread that mentioned it would handle the A8R8G8B8 format so it was next on my list of things to try. Since it is free I probably will give it a go just to exhaust all options before turning to PhotoShop.

 

That thread you linked seems to be active and the OP seems quite knowledgeable so if I don't have any luck on my own I might see if anyone in that thread can give me any pointers in getting a non-Photoshop option to work.

Edited by AboveTheChemist
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3 hours ago, PsiBug said:

<EDIT> I installed PAINT.net and tried the two A8R8B8G8 options (linear and sRGB I think) and they seem to provide the same result as GIMP (only displayed properly at high or very high world texture quality settings) unfortunately. Possibly there is still some option in one of those two programs that works, but I am doubtful.

but you may have better luck than I did.

 

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8 minutes ago, Pouncy said:

Is one of those above the "fixed" Siren's Call map?  I finally got around to testing the map and its still rotated wanky.

 

I see 2 of the mare PVP so I assume Warburg and Siren's call.

 

It seems to be rotated correctly for me. Possibly you copied the new file to the wrong location? the Kallisti map (map_city_05_03.texture) goes in the MAP/static folder, and the other two pvp maps go in the V_MAP/static folder.

 

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On 4/11/2021 at 10:13 PM, Pouncy said:

Is one of those above the "fixed" Siren's Call map?  I finally got around to testing the map and its still rotated wanky.

It is, you can see details about the updated maps, including screenshots and proper save locations, in my original post from February. I have updated that post with the corrected maps that PsiBug posted.

Edited by AboveTheChemist
February, not April
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Yep yep its fixed.  I did just what you said i did. I dragged it into the right folder and went having fun in Siren's Call.  Those hot zones are so fun.

Super thanks again for fixing these maps.

 

I am on Torchbearer if you ever wana say hi.

screenshot_210412-01-10-09.jpg

Edited by Pouncy

An Ounce of Pounce is worth a Pound of Bounce.

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Here's likely a silly question, but reading through the last 2 or 3 pages of posts is only leaving me more confused. Is the download link in the original post still the one to use? Or is there a more up-to-date version available elsewhere?

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1 hour ago, tripthicket said:

Here's likely a silly question, but reading through the last 2 or 3 pages of posts is only leaving me more confused. Is the download link in the original post still the one to use? Or is there a more up-to-date version available elsewhere?

Not a silly question at all. The download link in the original post is still the main one to use, although a few of those maps are slightly out of date. The original poster hasn't been around in 6 months or so, so a few other people and I have attempted to update the out-of-date maps as best we could. There was a slight flaw in these maps, and the last few pages have been a flurry of activity trying to identify and fix the flaw. A fix was found, and if you'd like the updated maps, they are in a post I made back in February, or in a post above by PsiBug.

 

In related news, I am 90% certain I have found the root cause of the flaw and have a fix that avoids having to use Photoshop. I still need to test a batch of maps and then I'll make a post with more details assuming the testing goes well (knock on wood!). If anyone would like to volunteer to test a couple of the maps on their machine (I don't have a second gaming setup), I would be forever grateful. I need sleep first, though, so it'll have to wait until tomorrow.

 

Edited by AboveTheChemist
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