Well, if it still goes really slow, I won't mind, as long as I can do all my editing, see that it's what I want, and then just leave the computer for a few days while it does the encoding, then I'd be perfectly fine with that.
WiSK said:So what do I want to know? Anything to make it go fasterWell, in your hint you suggested that I could somehow predict the moments to split the quadnodes by looking for "drempels" (dunno what that is in English; "bumps?"). But I'm not sure how to determine what kind of values would trigger a split; and where to split; and how much of the neighbouring values to look at; and in which directions would I need to scan.
There's no need to, if you work on small parts of the map at a time. The encoding is pretty fast (at least, it is in my case).XieChengnuo said:Well, if it still goes really slow, I won't mind, as long as I can do all my editing, see that it's what I want, and then just leave the computer for a few days while it does the encoding, then I'd be perfectly fine with that.
WiSK said:So what do I want to know? Anything to make it go fasterWell, in your hint you suggested that I could somehow predict the moments to split the quadnodes by looking for "drempels" (dunno what that is in English; "bumps?"). But I'm not sure how to determine what kind of values would trigger a split; and where to split; and how much of the neighbouring values to look at; and in which directions would I need to scan.
A bit... I'm not quite content with the result of the shrinking... Leaves some artifacts.WiSK said:Idea was useful after all, then? I'm glad![]()
Yeah that would be cool.anti_strunt said:Yeah, you don't think you could hack the game itself to make 'em available, do you?![]()
Ah, okay, this helps quite a bit. Effectively (functionally) it's the same as what I'm doing, only I am fully rendering every possibility before encoding, while you are checking for splits while doing the encoding.Inferis said:Sounds too complicated.
Here are some hints:
* you have to do it recursive
* you have to walk over each block (32x32, 16x16, ...) in a left-right, top-bottom fashion.
* You need to split the block you're encoding when a pixel color changes enough to warrant a new block, or when the id of a pixel changes, or when a pixel lies on a border
* don't use 6 bit shading values (remember the decoding process)
Aye, you da manInferis said:That should get you somewhere.
And take all the challenge out of doing it myself?! Thank you for offering, howeverInferis said:If you want, I can PM you the function that does the encoding... It's only 43 lines (including whitespace).![]()
I'm guessing Johan was picky too, and that's why he left them out of the game.Inferis said:A bit... I'm not quite content with the result of the shrinking... Leaves some artifacts.![]()
Or maybe I'm just too picky.
Here you go.anti_strunt said:Please do.WiSK said:My TI fog kinda glows where it should look thicker. I'll post a screenie later if anyone's interested.![]()
I don't think it matters. I do it that way, but it's the end result that counts...WiSK said:Only one question is: why left-right, top-bottom? I was doing it in the same order as the unpacking (ie right-bottom first).
Really? Don't see any artifacts at all in those great screeniesInferis said:A bit... I'm not quite content with the result of the shrinking... Leaves some artifacts.![]()
Or maybe I'm just too picky.
By the way: it the game would have included greater zooms then it would have now (lightmap4 and lightmap5) they would have looked like this.
![]()
export at zoom 1/8, "lightmap4.tbl", 385Kb, click to see real version (this is just a thumb)
![]()
export at zoom 1/16, "lightmap5.tbl"
![]()
omg... you don't know how many times i tried to click the scrollbar down to see more... and was wondering why it wasn't working when i realized that it was part of the screenshot *embarassed*WiSK said:
It's not going to happen. EU2 won't display those extra zoom levels unless Johan adds them back in.|AXiN| said:The rivers in lightmap 5 seem a little wonky, but I could live with that. Do you think you could reintroduce them?
Unless somebody finds a way to hexedit the EU2.exe so they can be displayed. For all it's worth, it might just be a change from 0x02 to 0x04, for example.WiSK said:It's not going to happen. EU2 won't display those extra zoom levels unless Johan adds them back in.
Let me at this point throw a significant bucket of reality-cold water into the faces of those who want a utility that will allow massive changes to the map (or random maps).XieChengnuo said:*twiddles fingers*
Sooooo... Inferis and WiSK... do you know when you'll be able to get this wonderful utility out?
Don't mean to rush you, but I'm just wondering if we can start setting up threads in the forum on how we would like to change the shape of the provinces...
Keep up the good work!