#Seamless Satmap Tool (Reforger Modding)

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visual rain
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Tried it out and it works great! Setup is very easy too!
I had to edit two things though:

  • Added "Image.MAX_IMAGE_PIXELS = None" because my Images are so large, the secruity feature turned on.
  • Added ", flush=True" to every print line, because otherwise it only showed up in the end.

Other then that really neat tool. Good job!

marsh lion
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Can you describe what you mean by the print issue? It works fine for me

visual rain
visual rain
# marsh lion does the input work fine?

Yep it's only the ouput. Apparently because it's buffered. Found this answer:
https://stackoverflow.com/questions/25897335/why-doesnt-print-output-show-up-immediately-in-the-terminal-when-there-is-no-ne

So if I change the normal print() call to:

print("ERROR - Texture " + mm_fp + " not found, skipping...", flush=True)

it's fine.

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And for reference:

  • 12288x12288 map with 35 materials took 463 seconds.
  • 15937x15937 map with 35 materials took 768 seconds.
marsh lion
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Fixed, thanks

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I'm not super happy about that generation time, but I don't know if I can easily optimize it much

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I guess maybe I could make some minor RAM savings but otherwise idk

visual rain
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Believe me your already quiet good. I wrote my own (primitive) script yesterday (without the material parameter import) and it takes even longer and uses way more resources.

With your tool I can at least let it run in the background without it eating all my ram. ๐Ÿ˜‚

But yeah, you can alway optimize, but I am pleased with the current times considering I only update my satmap once a week. And it's way faster then doing it manually.

nova dawn
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Commenting to save this post NOWHERE near ready for official satmap but want to look at this in couple days

young egret
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Excellent work Til! super easy setup and just incredible results, far better than anything I've been able to come up with on my own and the default settings on the topo map are gorgeous

gritty shale
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Two issues ive ran into so far which might just ultimately be one.

I have custom textures that are from a workshop addon called textures, and I cannot extract the .emat files from them or place them into my own project folder since its from that addon, so I cant copy them into the satmap tool folder.

I tried running it without it and it seems that it just crashes after I enter my map size 8192x8192

marsh lion
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As for the custom mats/texturesyou don't have access to, you can temporarily duplicate the materials from the other mod and make screenshots of textures

gritty shale
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And ok ill try running it that way in a few hours when im not busy thanks for the response

marsh lion
gritty shale
marsh lion
gritty shale
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Im stupid ill try it rn

marsh lion
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That's because it's looking for an emat file with this name, in the data folder

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As I said earlier, you have to copy it over (duplicate it before that if you don't have direct access to it otherwise)

gritty shale
marsh lion
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If it still doesn't work, can you show the emat in a text editor?

gritty shale
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I have the emat files and the jpg files in the data folder, and here is the emat in a text editor

marsh lion
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Right, I see what's going on

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It can't find the middle map, because there isn't one set

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The error message in misleading in that case

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The material should have one

gritty shale
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In the folder for the addon this is all that is in it.

Not too sure what a middle map is, how would I set a middle map?

marsh lion
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My tool is creating the satellite map from middle map textures, if there isn't one set, it will not work.

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I guess maybe I could change the script to fall back on the detail map

gritty shale
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F

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I love the way your program works for displaying the textures its a lot better than the other one

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But I have so much of the sand texture

marsh lion
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@gritty shale Just pushed an update, redownload generate.py and check if it works now :)

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New update adds automatic fallback to the detail map if no middle map is referenced, and also improves error messages

gritty shale
marsh lion
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So if the material doesn't have a middle map texture, but CoastRock01.emat as detail map, name that image CoastRock01.png

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Just the same name as the texture it represents

gritty shale
marsh lion
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You need to name the images the same way as the textures in the WB

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Or just look at the error for correct names

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As you can see there, for the BeachSand01 material it is looking for a "beachSand01_BCR" image, and so on.

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The texture does not usually have the same name as the material

gritty shale
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It worked! Just tested it on the sand

marsh lion
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@spark snow answer here

spark snow
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Ah hey

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Yeah I tried downloading python from the website but I assume that's not the correct way ๐Ÿ˜„

marsh lion
spark snow
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Don't think so but I'll try run the installer again

marsh lion
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Installing python from the website is correct

spark snow
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Yeah, it's installed

marsh lion
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Or you installed a python version which does not come with pip

spark snow
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let me restart my pc

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I reran the installer nad PIP was ticked

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*and

marsh lion
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Did you tick that it should be added to PATH?

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Maybe it is installed, but it can't find it

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In the first window of the installer I believe

spark snow
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I'll uninstall and reinstall

marsh lion
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I'll be back in 30-40m

spark snow
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This right?

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no problem

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Yep that worked

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๐Ÿ˜„

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thanks

spark snow
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Your tool is great, @marsh lion I'm wondering does it use any form on perlin noise generation to help with different colouring of the grass/materials?

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I feel like if there is then it's not very noticeable.

marsh lion
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It would be possible to trade some of that seamlessness for less tiling / more macro variations, but that's more of an artistic choice which might not look good in every context.

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As it stands right now, yes the grass is still being discolored, but only by the extent of variation contained in the middle maps.

spark snow
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Ah okay, could it be a potential option to add it at all? Maybe a colour variation map or something similar. I'm not sure how easy this would be to do.