blindcoder Posted February 15, 2016 Author Share Posted February 15, 2016 oh man, I was just thinking about trying to make a tool that can read save game map files into a large image. please man you gotta release this tool or whatever it is you made that can do this.I gotta check some licensing first, but I think it's possible.Also, it needs updating whenever the savegame version changes, so it will not work with todays saves. I'd have to look into the changes since October. Link to comment Share on other sites More sharing options...
nolanri Posted February 15, 2016 Share Posted February 15, 2016 oh man, I was just thinking about trying to make a tool that can read save game map files into a large image. please man you gotta release this tool or whatever it is you made that can do this.I gotta check some licensing first, but I think it's possible.Also, it needs updating whenever the savegame version changes, so it will not work with todays saves. I'd have to look into the changes since October. so it's not something that you made yourself then? can we at least know what it is? whatever version of map it works with I would still like to see it. and for the time being, can you share the image for the fresh / clear map? how many Gigs is it like 200? Link to comment Share on other sites More sharing options...
blindcoder Posted February 15, 2016 Author Share Posted February 15, 2016 (edited) It's a C# program provided by one of the TIS devs. I'll send him a mail regarding licensing and if I can publish it.The exported map weighs in at around 4.5 to 5 GiB compressed and optimised PNG files. Edit: Sorry, wrong file.The ground floor of Muldraugh and West Point is 33 GiB, the floors 1 to 7 are 4.5 GiB due to a lot of transparency in there, obviously. Edited February 15, 2016 by blindcoder EUDOXIO 1 Link to comment Share on other sites More sharing options...
EUDOXIO Posted February 15, 2016 Share Posted February 15, 2016 It would be awesome for server owners to have a map of the server and with many updates over time anyone can see the progression of the server Thanks blind Link to comment Share on other sites More sharing options...
blindcoder Posted February 15, 2016 Author Share Posted February 15, 2016 It would be awesome for server owners to have a map of the server and with many updates over time anyone can see the progression of the server Thanks blind As I said in an email today, creation of the Muldraugh map takes about 5-7 days on a 4 core i7 server CPU with Hyperthreading (so 8 "cpus" visible to OS) and 32 GiB of RAM. Link to comment Share on other sites More sharing options...
EUDOXIO Posted February 15, 2016 Share Posted February 15, 2016 Thanks for the info , i have a computer like that, and i have the time to do it, so if the licenses are ok, im totally going to do a map with the evolution for my server, with the many backups i had done over time Link to comment Share on other sites More sharing options...
nolanri Posted February 15, 2016 Share Posted February 15, 2016 are the images in the torrent files on the first post in this thread the images the map project is using right now? or are they old version made via screen shots? Link to comment Share on other sites More sharing options...
blindcoder Posted February 15, 2016 Author Share Posted February 15, 2016 are the images in the torrent files on the first post in this thread the images the map project is using right now? or are they old version made via screen shots? They are mostly up to date, though they contain a few bugs that are fixed in the live version. Also, they don't work on all systems.ALSO, the tracker and my seed are down at the moment due to some circumstances. I hope to have them back up soon. Link to comment Share on other sites More sharing options...
blindcoder Posted February 17, 2016 Author Share Posted February 17, 2016 The code for converting .lotpack files and savegames to PNG files is now available:https://github.com/blind-coder/pz-mapmap Most of the code comes from a TIS developer (thanks a million for that!) with the savegame parsing code done by myself. It works up to savegame version 84 which is Build 34.07. To use it you will need a command line and a tool to compile C# programs. Aniketos and EUDOXIO 2 Link to comment Share on other sites More sharing options...
XxZeraphinexX Posted February 17, 2016 Share Posted February 17, 2016 Is it possible that you add the map South Muldraugh? Link to comment Share on other sites More sharing options...
blindcoder Posted February 17, 2016 Author Share Posted February 17, 2016 Is it possible that you add the map South Muldraugh? If it's more-or-less done, sure! Creating maps takes a while to get going and I relaly don't want to recreate maps every other day (grossly exaggerated, but I think you know what I mean). Got a link for me? Link to comment Share on other sites More sharing options...
XxZeraphinexX Posted February 17, 2016 Share Posted February 17, 2016 I know what you mean and thanks for your work and keep it uphttp://theindiestone.com/forums/index.php/topic/16577-south-muldraugh/#entry223678 here is the link here in the forum. Map is fun to play but since he never put up a whole pic of the area it´s hard to say what all is done. Link to comment Share on other sites More sharing options...
blindcoder Posted February 17, 2016 Author Share Posted February 17, 2016 I know what you mean and thanks for your work and keep it uphttp://theindiestone.com/forums/index.php/topic/16577-south-muldraugh/#entry223678 here is the link here in the forum. Map is fun to play but since he never put up a whole pic of the area it´s hard to say what all is done. I'll contact FireChaser and ask if it's okay. Link to comment Share on other sites More sharing options...
XxZeraphinexX Posted February 17, 2016 Share Posted February 17, 2016 Thank you very much Link to comment Share on other sites More sharing options...
nolanri Posted February 21, 2016 Share Posted February 21, 2016 The code for converting .lotpack files and savegames to PNG files is now available:https://github.com/blind-coder/pz-mapmap Most of the code comes from a TIS developer (thanks a million for that!) with the savegame parsing code done by myself. It works up to savegame version 84 which is Build 34.07. To use it you will need a command line and a tool to compile C# programs.I build the program with my compiler. but can you give an example of how to give the program arguments? eg how to specify the location of the map files and and what part of the map to make the bmp from? Link to comment Share on other sites More sharing options...
blindcoder Posted February 22, 2016 Author Share Posted February 22, 2016 The code for converting .lotpack files and savegames to PNG files is now available:https://github.com/blind-coder/pz-mapmap Most of the code comes from a TIS developer (thanks a million for that!) with the savegame parsing code done by myself. It works up to savegame version 84 which is Build 34.07. To use it you will need a command line and a tool to compile C# programs.I build the program with my compiler. but can you give an example of how to give the program arguments? eg how to specify the location of the map files and and what part of the map to make the bmp from? There's an example in the file runme.bash Link to comment Share on other sites More sharing options...
Strats Posted March 1, 2016 Share Posted March 1, 2016 Not sure if this is the right place to post this, but at the Mall on the vanilla map, there is a sign above the south entrance that says "Crossroads Mall" or something similar; however, that doesn't appear on the map. It's just a small thing and doesn't matter too much if it isn't there, so it isn't a big thing to fix or anything like that. blindcoder 1 Link to comment Share on other sites More sharing options...
blindcoder Posted March 1, 2016 Author Share Posted March 1, 2016 4 hours ago, Strats said: Not sure if this is the right place to post this, but at the Mall on the vanilla map, there is a sign above the south entrance that says "Crossroads Mall" or something similar; however, that doesn't appear on the map. It's just a small thing and doesn't matter too much if it isn't there, so it isn't a big thing to fix or anything like that. Yes, this is exactly the right place! Can you give me a PZ Map link as to where that sign is supposed to be? Link to comment Share on other sites More sharing options...
Strats Posted March 1, 2016 Share Posted March 1, 2016 8 hours ago, blindcoder said: Yes, this is exactly the right place! Can you give me a PZ Map link as to where that sign is supposed to be? http://pzmap.crash-override.net/#0.8345952904680466,0.1985347851034728,315.60296693190094 blindcoder 1 Link to comment Share on other sites More sharing options...
blindcoder Posted March 1, 2016 Author Share Posted March 1, 2016 Thanks! I'll look into it, but I guess this was added after the last time I created the map images. Probably time to make a new one... Strats and Faalagorn 2 Link to comment Share on other sites More sharing options...
Blake81 Posted March 1, 2016 Share Posted March 1, 2016 If you're gonna fix the map, you may also wanna fix the ''Flat Screen TVs'' (like those in the Mall an on the 2nd floor of Cortman's Medical). They've been replaced with CRT ones (PremiumTech TV). Other than that and the sign, I think there hasn't been any other major change. Link to comment Share on other sites More sharing options...
blindcoder Posted March 2, 2016 Author Share Posted March 2, 2016 14 hours ago, Blake81 said: If you're gonna fix the map, you may also wanna fix the ''Flat Screen TVs'' (like those in the Mall an on the 2nd floor of Cortman's Medical). They've been replaced with CRT ones (PremiumTech TV). Other than that and the sign, I think there hasn't been any other major change. Thanks for the notice. Since I'm generating the map from the most recent .lotpack files and the .pack files from PZ directly, I believe those wolud get automatically picked up anyway. EUDOXIO 1 Link to comment Share on other sites More sharing options...
SomiXD Posted March 10, 2016 Share Posted March 10, 2016 (edited) Hi i have an Project Zombiod Serverproject and i have search an Method to build a MapPicture from the hole World which i can use for server presentation . So now i have found your tool to sample the save files to an image . i have tested it with VS2015 and had a little bit trouble to get it to run. I must copy 2 files from hand into vs2015 to run this build . First . MMTileDefReader Second .MMBinReader he says there is no one . Ok i have some Professions to know that he means the Classes and i can give him this classes from your packed . So now i have found the properties to give him the Path from the content . Im use for example the first map Muldraugh or so it was a little confusion to do this -mapsource "D:\SteamLibrary\steamapps\common\ProjectZomboid\media\maps\Muldraugh, KY" -gfxsource "D:\SteamLibrary\steamapps\common\ProjectZomboid\media\texturepacks\Tiles.pack" -minx 34 -miny 30 -maxx 37 -maxy 36 -divider 1 -dolayers false , ok but then i have try to run this in Debug and get this: "System.ArgumentException" in System.Drawing.dll . this.subCell = new Bitmap(1280 * (30 / divider), (640 * (30 / divider)) + (192 * 8), textures.format); So this was the Point where i have think that i dont prog any code in other projects . So do you have an example what i must do to get my own map from my server i have run the both startmaps and some other 9-10 maps . I have seen, you have a map project but i need South Muldraugh ,Phönix ,Downtown and so on . On which Path i must set my serversave files to get the map i need and which serverfiles i need ? or can you explain how it works. i hope you can help and sorry for my bad English Edited March 10, 2016 by SomiXD Link to comment Share on other sites More sharing options...
blindcoder Posted March 11, 2016 Author Share Posted March 11, 2016 13 hours ago, SomiXD said: Hi i have an Project Zombiod Serverproject and i have search an Method to build a MapPicture from the hole World which i can use for server presentation . So now i have found your tool to sample the save files to an image . i have tested it with VS2015 and had a little bit trouble to get it to run. I must copy 2 files from hand into vs2015 to run this build . First . MMTileDefReader Second .MMBinReader he says there is no one . Ok i have some Professions to know that he means the Classes and i can give him this classes from your packed . So now i have found the properties to give him the Path from the content . Im use for example the first map Muldraugh or so it was a little confusion to do this -mapsource "D:\SteamLibrary\steamapps\common\ProjectZomboid\media\maps\Muldraugh, KY" -gfxsource "D:\SteamLibrary\steamapps\common\ProjectZomboid\media\texturepacks\Tiles.pack" -minx 34 -miny 30 -maxx 37 -maxy 36 -divider 1 -dolayers false , ok but then i have try to run this in Debug and get this: "System.ArgumentException" in System.Drawing.dll . this.subCell = new Bitmap(1280 * (30 / divider), (640 * (30 / divider)) + (192 * 8), textures.format); So this was the Point where i have think that i dont prog any code in other projects . So do you have an example what i must do to get my own map from my server i have run the both startmaps and some other 9-10 maps . I have seen, you have a map project but i need South Muldraugh ,Phönix ,Downtown and so on . On which Path i must set my serversave files to get the map i need and which serverfiles i need ? or can you explain how it works. i hope you can help and sorry for my bad English Hi! You can try the binary release from here: https://github.com/blind-coder/pz-mapmap/releases/tag/worldVersion_85 Also, in the file runme.bash https://github.com/blind-coder/pz-mapmap/blob/master/runme.bash there is an example call on how to run it. Be aware that this does currently NOT work with the IWBUMS .pack files (the new tiles), but only the older ones. I'm still working on getting those to run properly. The tiledef parameter is not needed if you use only .lotpack files (so no savegames). I hope this helped you. If you need any more information, don't hesitate to contact me here! MXXIV 1 Link to comment Share on other sites More sharing options...
blindcoder Posted April 4, 2016 Author Share Posted April 4, 2016 I have just opened up the Tiles2x version of Muldraugh/West Point as a BETA version (because BETAs are cool! Everybody loves BETAs!). http://pzmap.crash-override.net/?desc=Survival_3412L0 It's BETA because... well, there's an entire cell missing in the southwest (just trees there, though). Anyway, enjoy Batsphinx 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now