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 Post subject: map0.mul to bmp
PostPosted: Thu May 19, 2005 11:56 pm 
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Journeyman
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Ok using dragon 11 and going from map to bmp its looking for a pallette file. I have mod11eng.png and mod11.bmp both are color tables so im a bit confused as to where to point for the pallette. any quickie suggestions?

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PostPosted: Fri May 20, 2005 6:37 am 
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Posting Whore
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They are both the same just used by different programs. For Photoshop I use the .bmp file.

The .png is used for things like Dreamweaver.

Dev

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PostPosted: Fri May 20, 2005 9:26 pm 
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it kind of gives me the option to find pallette files and thats it and none of the above fore mentioned match the format apparently they wont list :\

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PostPosted: Sat May 21, 2005 6:24 am 
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What paint program are you using?

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PostPosted: Sun May 22, 2005 1:37 am 
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Ps 6 is being used

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PostPosted: Sun May 22, 2005 6:48 am 
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Oh, ok. I didn't read your initial question correctly.
The png is for you to use to see the labelled color chart at a glance.
I don't remember putting a bmp in the package, but it's possible.
The palette for PS is the act file. The aco is the swatch file.

Bear in mind also when working with the map2bmp program that your destination must be an image already setup using the mod11 palette.

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PostPosted: Tue May 24, 2005 9:10 am 
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yeh what it is is she made a bmp i made it to map we found some more problems with the coastline after i had worked on the map some with WF I do not want to lose the work Ive done on the map itself in game so I wanted to change it back to bmp from .mul so i think i should be safe. So If i read this correctly We use the .act file then. thanks

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PostPosted: Tue May 24, 2005 7:41 pm 
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Stormcrow wrote:
Bear in mind also when working with the map2bmp program that your destination must be an image already setup using the mod11 palette.


I must not know what you mean by this. As i continually do it wrong. Does there happen to be a tutorial on MOd 11 by chance? I hate asking wquestions over and over like a newb. Been through the search and thus far nothing on what im looking for. Will keep trying in the mean time thanks

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PostPosted: Wed May 25, 2005 6:57 am 
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Can you upload a picture of the coast so we may see what sort of trouble your having with the coast.

There are many different types of coastal problems that are easy fixes if you can be more specific.

Dev

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PostPosted: Wed May 25, 2005 9:21 am 
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its not the coast im having problems with as per se its making the map to bmp as i have done some edits on WF already and would like to go back in. the coast however is about 4-5 squares off the actual cliff, which we know how to remedy. Wanting to send the bmp back to the drawing board with the current edits in place so i dont have to chase them down again.

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PostPosted: Wed May 25, 2005 6:48 pm 
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You have to have a base image already for the destination for map2bmp.
So if you say take your original bmp that you used to compile the map, copy and rename it. Then use that as the destination it will work.
I also don't remember what kind of instructions I included in there or how I pathed the files but the map2bmp uses a custom maptrans.txt that is different than the dragon maptrans. It has to be run out of its own directory and if I named it something like m2bmaptrans then you need to rename it.

It also isn't 100% perfect but it should compile everything on a mod11 made map back into bmp. Depending what kind of edits you did in WF it may or may not handle them. Generally it can handle most terrain but it will make it the closest altitude to what is in the maptrans. If you have like grass at 50 it is going to make it grass 30. It also isn't going to convert the special terrain back completely (like grassbump). If you wind up getting the FF swatch (very last one, cavewall) somewhere that you know you didn't have cavewall then it was something it couldn't convert (because it uses that color for anything it doesn't know what to do with)

I hope you could understand that since it is about as close to a tutorial as you are gonna get on the m2b program. As far as general mod11 tutorials unfortunately there are just a few threads in these forums where I showed how to do certain things that were very different from mod9 and before.

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PostPosted: Wed May 25, 2005 7:33 pm 
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thanks

let me try that with the origional bmp as for the rest the main 2 edits was transitions from forest floor to grass where it was origionally drawn so close together or at such an angle it wouldnt translate a full solution. So i am fairly sure the problem of it not rereading it will not arise it was just over 200 little spots where i remapped the textures so they all translated.

Thanks much

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