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Problem with BMP > MUL
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Author:  the-punisher [ Sat May 29, 2004 8:12 am ]
Post subject:  Problem with BMP > MUL

I want to change the brittanias map, removing cities like skara brae and occlo and t2a...
i downloaded dragonv11 and converted the mul file to BMP... works... but when i edit in PAINTBRUSH the image changes totaly ingame, but almost no changes in PB.... :evil:
the original image in the preview image says: This image cant be process
but when i change, and save in the same format and bits the image appear in the preview

can someone help me?
sorry for the bad english

Author:  Dian [ Sat May 29, 2004 12:08 pm ]
Post subject: 

Converting a map file to a BMP does not work the way you are expecting it to. It does convert it to a bmp that takes the general palette form that Dragon woud use, but there are simply too many different land tiles and altitudes for the 256 color pallete that is used. The transition tiles alone would take forever to fix.. since that is a land tile Dragon places from script, not painted on the BMP.. especially with the OSI map. You would be better off recreating the osi map on a new BMP, and adding the towns you want to keep, or adding the land areas that you cant recreate good enough, etc..

My suggestion is to try out the new Worlf Forge on Orbsydia.com and try editing the map that way. Its an extremly powerfull program.

Author:  Stormcrow [ Sat May 29, 2004 9:11 pm ]
Post subject: 

Dian wrote:
The transition tiles alone would take forever to fix.. since that is a land tile Dragon places from script, not painted on the BMP..


Not entirely true. Actually that was one of the easier parts (although it was a lot of work) for the maptrans that I made specifically for m2b. It has to be run from it's own directory, although Darus is going to make changes in the next version so that it will use a differently named maptrans file.

The biggest problem is what you stated about the altitudes. What m2b will do is use the closest altitude rounded up. So under mod11, grass 3 becomes grass 4, mountain 72 becomes mountain 75, mountain 90 would become mountain 80 because that is the highest the maptrans has.

I've got a nearly finished OSI conversion, there are a few jungle transitions as well as transitions in T2A area that I have not figured out yet but with a little work it is very useable. The main areas that have altitude problems are the highest areas in Britain, Magincia and Occlo because the major hills are 50-60 and mod 11 only has most terrain up to 30. Mod 10 has terrain to 40, but things like brick and floorplates only at 0 so they get even messier.

Author:  Stormcrow [ Sat May 29, 2004 9:17 pm ]
Post subject: 

Obviously this is the map converted to jpg and reduced to 25% size. Don't try to run it through Dragon. A link to the zipped up bmp is at the bottom. Bear in mind there are some spots that are going to need to be fixed. They will show up as the cavewall color because m2b uses the last color as it's debug.
Image

http://stormcrow.ryandor.com/osiconversionmod11.zip is the unfinished map. I plan on releasing the finished copy as a demo map with the finished mod.

Author:  Dian [ Sun May 30, 2004 12:11 am ]
Post subject: 

Amazing, simply amazing.. thats usable compared to the last time I ran M2b :) I had tons of neon yellows covering mine.

Author:  the-punisher [ Sun May 30, 2004 10:01 am ]
Post subject: 

thaks...
thats is what i needed :D

you solve all my problems :****

Author:  Stormcrow [ Sun May 30, 2004 10:05 am ]
Post subject: 

Yeah, the maptrans for it is huge. All the transition tiles had to be placed into their base group. I spent quite a few days on it and it still isn't finished. It's down to finding the bad spots and physically going to their location and grabbing the tile id. Certain things are also a bit hard to convert, like the grassbump (I suspect that's most of the bad areas in T2A). I have it convert the ridgelines but the area needs to be touched up before you recompile it.

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