#Seamless Satmap Tool (Reforger Modding)
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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!
Thanks for letting me know about this, I didn't spot the max pixels issue because I changed this on my system a while back
Can you describe what you mean by the print issue? It works fine for me
Could be a local setting, I don't use python that often. But basically all the print() calls that should show up during generating only show up when its done.
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.
And for reference:
- 12288x12288 map with 35 materials took 463 seconds.
- 15937x15937 map with 35 materials took 768 seconds.
Fixed, thanks
I'm not super happy about that generation time, but I don't know if I can easily optimize it much
I guess maybe I could make some minor RAM savings but otherwise idk
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. ๐
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.
Commenting to save this post NOWHERE near ready for official satmap but want to look at this in couple days
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
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
If it closes suddenly, tryrunning it indirectly via the cmd, see the Q&A on the written guide. Maybe there's an error.
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
I made screenshots of the textures for the other satmap tool, i just dont have the .emat text files
And ok ill try running it that way in a few hours when im not busy thanks for the response
I mean that if you duplicate the emat from the other mod, you will get an identical emat file you can copy
Got it to work through the cmd method but its not recognize the .png or .jpeg
It says it couldn't find a material named BeachSand1/2/3.
Im stupid ill try it rn
That's because it's looking for an emat file with this name, in the data folder
As I said earlier, you have to copy it over (duplicate it before that if you don't have direct access to it otherwise)
Yea I duplicated it over to my world file and then copied it into the data folder
If it still doesn't work, can you show the emat in a text editor?
I have the emat files and the jpg files in the data folder, and here is the emat in a text editor
Right, I see what's going on
It can't find the middle map, because there isn't one set
The error message in misleading in that case
The material should have one
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?
The material is not set up properly, it is missing a middle map texture.
My tool is creating the satellite map from middle map textures, if there isn't one set, it will not work.
I guess maybe I could change the script to fall back on the detail map
F
I love the way your program works for displaying the textures its a lot better than the other one
But I have so much of the sand texture
@gritty shale Just pushed an update, redownload generate.py and check if it works now :)
New update adds automatic fallback to the detail map if no middle map is referenced, and also improves error messages
thank you! Should I rename the pngs to have the bcr in it?
Yes, they should have the same name as the texture referenced in the material
So if the material doesn't have a middle map texture, but CoastRock01.emat as detail map, name that image CoastRock01.png
Just the same name as the texture it represents
Thats what I have and it didnt seem to work again
I assume the same error?
You need to name the images the same way as the textures in the WB
Or just look at the error for correct names
As you can see there, for the BeachSand01 material it is looking for a "beachSand01_BCR" image, and so on.
The texture does not usually have the same name as the material
It worked! Just tested it on the sand
@spark snow answer here
Ah hey
Yeah I tried downloading python from the website but I assume that's not the correct way ๐
Did you skip installation of pip when installing python?
Don't think so but I'll try run the installer again
Installing python from the website is correct
Yeah, it's installed
Or you installed a python version which does not come with pip
Did you tick that it should be added to PATH?
Maybe it is installed, but it can't find it
In the first window of the installer I believe
I'll uninstall and reinstall
I'll be back in 30-40m
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?
I feel like if there is then it's not very noticeable.
It doesn't, it basically stitches the middle maps together exactly how they are tiled ingame for a seamless transition.
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.
As it stands right now, yes the grass is still being discolored, but only by the extent of variation contained in the middle maps.
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.