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    Axle

    @Axle

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    Best posts made by Axle

    Add support for other games?

    A while ago BILTZ_Molloy had a ripper suggestion on the old forum (https://forums.faforever.com/viewtopic.php?f=42&t=18201) to integrate Total Annihilation (actual TotalA.exe Total Annihilation) into FAF.

    So what do you think of this as a demonstration? https://youtu.be/FbkKLR9DljA

    Now I'm wondering whether FAF maybe has a spare node I can host such a thing on ... who would I talk to about that?

    posted in Contribution •
    Convert Total Annihilation 3DO to SupCom SCM (and now SCA too)

    There are some plugins for blender to import / export Supreme Commander SCM and SCA files. But unfortunately the process of getting from Total Annihilation's 3DO format to SCM, complete with textures and correctly placed, oriented and named bones, isn't straight forward (or at least I couldn't find an easy solution). So I put together a tool to help. I released it on github for others to use, maybe it can save you some hours. See https://github.com/Axle1975/3do2scm/releases/

    Big shout outs to Michael Heasell for writing the Robot War Engine (https://github.com/MHeasell/rwe) and the many developers who worked on the Blender plugin itself (https://github.com/Oygron/SupCom_Import_Export_Blender). The 3do2scm converter makes heavy use of code from both of those fine projects.

    For your porting pleasure, as of release 20200907, 3do2scm includes a tool to assist you convert TA animation scripts to SupCom SCA format.

    As of release 20200911, 3do2scm is able to generate SpecTeam (team colour) textures, and now saves textures in .PNG format. The user interface to nbos2sca.exe is also simplified, allowing user to drag/drop nbos files onto the exe.

    posted in Modding & Tools •
    A Method of Recreating Classic Total Annihilation Maps in SupCom

    This document will walk you through a process to import the heightmap from a Total Annihilation map into Supcom.

    Unfortunately for the rest of the map creation process, its business as usual - ie hand painting albedos, placing decals and mex patches so there's nothing to be gained from reading this document in that regard.

    Maybe there's an easier, less fiddly way to do this that I'm missing. If you know one, leave a comment!

    Step 1: extract your original TA map
    Tool: HPI View by JoeD (https://files.tauniverse.com/files/ta/utilities/hpi-view-pack-dump)
    Run HPIView and "file" "open" any .ufo, .hpi or .ccx that contains some maps:
    a792680a-a9bc-4c4f-aefe-173ae4039c0a-image.png
    Extract the .tnt and .ota files of the map you want to recreate.

    Step 2: export height-map
    Download and install "annihilator" map editor: https://www.fileplanet.com/archive/p-11530/Total-Annihilation-map-editor
    Run Annihilator and open your map
    12e5da53-c140-4dd2-99ab-f4a9fb856063-image.png
    Go "map" "export heightmap" and export to .bmp

    Step 3: convert to 16bit and re-scale
    You may have another image editing tool that can do the job for you, but you'll need some specialised features. Specifically, the tasks we're going to carry out are:

    • convert to 16 bit
    • scale or change canvas size to 2^n+1 x 2^n+1 (eg 257x257 or 513x513 or 1025x1025)
    • multiply intensities by about 10
    • export to .raw

    One such tool that can accomplish all these tasks is ImageJ (https://imagej.nih.gov/ij/)
    Load the .bmp into ImageJ
    cc9352fa-56d9-4222-a26c-f9e6a88228cf-image.png
    Go "Image" "type" and select "16 bit".

    [edit] As of at lest v2.10 it seems Gimp is able to work with 16 bit greyscale imges. So you may find Gimp can do the job too although I haven't tested.

    Go "Process" "Math" "Multiply" and choose 10. You may need to experiment a bit with this.

    There seems to be a bug in imagej where the image appears saturated, but don't be alarmed. That's just a rendering issue, the underlying numbers are fine.

    Go "Image" "scale" and re-scale to some power of two plus one. I've chosen to scale to 513x513 (10km x 10km) in this case.
    64fcbd5d-f5ce-464e-864c-714b0323dd56-image.png

    Now go "File" "Save As" "Raw Data" and give a filename such as "crystal cracked.heightmap.513x513x10.raw" to record for posterity the scale factors you used.

    Step 4 create the SupCom map and import the heightmap
    Install OzoneX's fine map editor (https://wiki.faforever.com/index.php?title=FA_Forever_Map_Editor).
    Load it up and create a new map, set the map size to match what you scaled your height map too (512x512 in my case).
    e8ea4f08-283e-4104-95e7-1d0b46b85f02-image.png
    Go "Terrain" "Import" and navigate to your "crystal cracked.heightmap.513x513x10.raw" file. Go to "add height" and add a bit elevation as required. eg I added +10 to bring the islands just above the water line (which I set as 16).
    1fdb1f49-1ae7-446d-b863-878e8e170804-image.png

    Step 5. Get Creative
    Now its time to get creative. Look at the original map to see where the resources (mexes, hydros, rocks, trees, spawn points) are placed. Copy or approximate or re-blance as you see fit. Do a bit of play-testing.
    And then get to work making it look beautiful with layered albedos and decals.

    If after having done all that hard work you find you want to change the map size, take a look at https://github.com/Axle1975/ScmpRescale/releases, a tool for rescaling SupCom maps and/or importing them into other maps.

    posted in Mapping •
    RE: SCTA Project: Balance, Bugfixing, and more!

    Great to see work continuing on Raevn's fine mod. I kind of forgot about this project. I meant to put my git repo online to show the exact changes I made on top of Raevn's last release on the off-chance that it might assist those that followed. I'll take this as a reminder! See https://github.com/Axle1975/SCTA-v18

    posted in Modding & Tools •

    Latest posts made by Axle

    Add support for other games?

    A while ago BILTZ_Molloy had a ripper suggestion on the old forum (https://forums.faforever.com/viewtopic.php?f=42&t=18201) to integrate Total Annihilation (actual TotalA.exe Total Annihilation) into FAF.

    So what do you think of this as a demonstration? https://youtu.be/FbkKLR9DljA

    Now I'm wondering whether FAF maybe has a spare node I can host such a thing on ... who would I talk to about that?

    posted in Contribution •
    RE: Rating adjustments for returning players

    of relevance: https://forums.faforever.com/viewtopic.php?f=45&t=11698&p=141707#p126734

    posted in Suggestions •
    RE: Convert Total Annihilation 3DO to SupCom SCM (and now SCA too)

    Check out release 20200911, which now generates team colour textures in PNG format, and some improvements to nbos2sca interface (it is now possible to drag/drop .nbos files onto the exe without opening a command prompt)

    posted in Modding & Tools •
    RE: A Method of Recreating Classic Total Annihilation Maps in SupCom

    yeah something gone wrong there, its a fiddly process. My guess is that you scaled the height (the "multiply" operation in ImageJ) by too much and then when you imported into FAForever Map Editor you selected the "clamp top" option when it complained about "distance between lowest and highest point is higher than 50".

    Another possibility is that in ImageJ (if you're not careful) the saturated rendering can affect the numbers. I can't remember exactly what to do in ImageJ to make that happen, but if you mouse-over the pixels you should be able to see what intensity (ie height) the pixel is at the top left of the window. Check that just before you export to .raw. If those numbers seem saturated, then that's the problem.

    posted in Mapping •
    RE: Convert Total Annihilation 3DO to SupCom SCM (and now SCA too)

    Check out release 20200907, now with a tool to assist efforts to convert TA animation scripts to SupCom

    (please note the new release also fixes a bug with SCM bone/vertex coordinates that showed up when trying to apply animations)

    posted in Modding & Tools •
    RE: A Method of Recreating Classic Total Annihilation Maps in SupCom

    No worries MadMax, I hope it helps someone

    posted in Mapping •
    A Method of Recreating Classic Total Annihilation Maps in SupCom

    This document will walk you through a process to import the heightmap from a Total Annihilation map into Supcom.

    Unfortunately for the rest of the map creation process, its business as usual - ie hand painting albedos, placing decals and mex patches so there's nothing to be gained from reading this document in that regard.

    Maybe there's an easier, less fiddly way to do this that I'm missing. If you know one, leave a comment!

    Step 1: extract your original TA map
    Tool: HPI View by JoeD (https://files.tauniverse.com/files/ta/utilities/hpi-view-pack-dump)
    Run HPIView and "file" "open" any .ufo, .hpi or .ccx that contains some maps:
    a792680a-a9bc-4c4f-aefe-173ae4039c0a-image.png
    Extract the .tnt and .ota files of the map you want to recreate.

    Step 2: export height-map
    Download and install "annihilator" map editor: https://www.fileplanet.com/archive/p-11530/Total-Annihilation-map-editor
    Run Annihilator and open your map
    12e5da53-c140-4dd2-99ab-f4a9fb856063-image.png
    Go "map" "export heightmap" and export to .bmp

    Step 3: convert to 16bit and re-scale
    You may have another image editing tool that can do the job for you, but you'll need some specialised features. Specifically, the tasks we're going to carry out are:

    • convert to 16 bit
    • scale or change canvas size to 2^n+1 x 2^n+1 (eg 257x257 or 513x513 or 1025x1025)
    • multiply intensities by about 10
    • export to .raw

    One such tool that can accomplish all these tasks is ImageJ (https://imagej.nih.gov/ij/)
    Load the .bmp into ImageJ
    cc9352fa-56d9-4222-a26c-f9e6a88228cf-image.png
    Go "Image" "type" and select "16 bit".

    [edit] As of at lest v2.10 it seems Gimp is able to work with 16 bit greyscale imges. So you may find Gimp can do the job too although I haven't tested.

    Go "Process" "Math" "Multiply" and choose 10. You may need to experiment a bit with this.

    There seems to be a bug in imagej where the image appears saturated, but don't be alarmed. That's just a rendering issue, the underlying numbers are fine.

    Go "Image" "scale" and re-scale to some power of two plus one. I've chosen to scale to 513x513 (10km x 10km) in this case.
    64fcbd5d-f5ce-464e-864c-714b0323dd56-image.png

    Now go "File" "Save As" "Raw Data" and give a filename such as "crystal cracked.heightmap.513x513x10.raw" to record for posterity the scale factors you used.

    Step 4 create the SupCom map and import the heightmap
    Install OzoneX's fine map editor (https://wiki.faforever.com/index.php?title=FA_Forever_Map_Editor).
    Load it up and create a new map, set the map size to match what you scaled your height map too (512x512 in my case).
    e8ea4f08-283e-4104-95e7-1d0b46b85f02-image.png
    Go "Terrain" "Import" and navigate to your "crystal cracked.heightmap.513x513x10.raw" file. Go to "add height" and add a bit elevation as required. eg I added +10 to bring the islands just above the water line (which I set as 16).
    1fdb1f49-1ae7-446d-b863-878e8e170804-image.png

    Step 5. Get Creative
    Now its time to get creative. Look at the original map to see where the resources (mexes, hydros, rocks, trees, spawn points) are placed. Copy or approximate or re-blance as you see fit. Do a bit of play-testing.
    And then get to work making it look beautiful with layered albedos and decals.

    If after having done all that hard work you find you want to change the map size, take a look at https://github.com/Axle1975/ScmpRescale/releases, a tool for rescaling SupCom maps and/or importing them into other maps.

    posted in Mapping •
    RE: Convert Total Annihilation 3DO to SupCom SCM (and now SCA too)

    The .exe is in the zip file in the release. Here's a direct link to the zip file: https://github.com/Axle1975/3do2scm/releases/download/20200905/3do2scm-20200905.zip

    posted in Modding & Tools •
    RE: Convert Total Annihilation 3DO to SupCom SCM (and now SCA too)

    Very interesting, thanks MadMax. Yeah I can see how if you need to edit the models and re-texture them anyway, Upspring and Blender works well.

    posted in Modding & Tools •
    RE: Convert Total Annihilation 3DO to SupCom SCM (and now SCA too)

    Ah that's awesome. You must've got a decent workflow down pat if you did a fair few conversions already. For my own curiosity and the benefit of the thread and those that follow, what tools did you use?

    posted in Modding & Tools •