Map2Curve v0.87 released

Good news everybody, the latest version is here and it only took me a year or so to finish it.

After getting complaints about the tool not working on map files that were exported with Trenchbroom, I first tried to take care of that, which I did, it should work now.
Afterwards I first wanted to add more features, because it had been a while and it felt right to make this another “sort of major” release instead of just releasing a bug-fix. Then, naturally, bugs began to appear, accompanied by more bugs and finally: even more bugs.

So, after weeks and weeks of frustration I managed to get rid of those bugs and ended up with a seemingly stable version. Of course I can never really crosstest all variations of settings for every release, so I just hope this current version will work fine for most people. If you stumble across issues please feel free to contact me.

Heads up, I might create a tutorial video on this update and furthermore on Map2Curve in general. I might do this before I release this update, so it might already be available as you read this. I will link it here if or as soon as that is the case.

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Main Features Overview

Aside from various bug fixes I added a few mentionable new features: mirroring and carving for input and final brushwork. Mirroring works for both input and final brushwork, carving however is only available for input brushwork. Both features are an addition to the already existing transformations and enable for more variation without the need of providing those yourself in your source map file. Ergo: less work.


mirror 0      // integer value from 0 to 7:
              // 0=Off, 1=X, 2=Y, 3=Z, 4=XY, 5=XZ, 6=YZ, 7=XYZ
mirror_src 0  // integer value from 0 to 7:
              // 0=Off, 1=X, 2=Y, 3=Z, 4=XY, 5=XZ, 6=YZ, 7=XYZ
mapcarve 0    // off
mapcarve 1    // on: Carve along X-axis before source transformation
mapcarve 2    // on: Carve along X-axis after source transformation

There is also a logging function now that will save all relevant information that came up during the curve generation process to Map2Curve.log. This must be enabled in the GUI settings and is disabled by default.

The GUI was complemented with new controls, tooltips, log tab and a Change All-setting. When this is enabled, all changes on the curve settings will apply to all existing curve objects at once, if there are more than one. Finally I added a new template ConcreteWalk that demonstrates the new mapcarve and mirror settings.

The new Template “ConcreteWalk”

Complete Changelog

CLI v0.87

  • Jumped from 0.81 to 0.87 since it felt like a big update, but still not like a major update.
  • Added mapcarve command to cut the input brushwork below the x-axis.
    mapcarve 0 // off
    mapcarve 1 // on: Carve along X-axis before source transformation
    mapcarve 2 // on: Carve along X-axis after source transformation
    The original behaviour would always preserve your input brushwork instead of carving it. This might not always be desired. By activating mapcarve this behaviour can be overridden.
  • Added mirror_src and mirror commands to mirror the input and final brushwork on their three axes X, Y and Z. Input brushwork will be mirrored from its individual geometry center, final brushwork from the levels origin (0,0,0). Works with an integer value from 0 to 7:
    0=Off, 1=X, 2=Y, 3=Z, 4=XY, 5=XZ, 6=YZ, 7=XYZ
    mirror_src 3 // will mirror input brushwork on Z axis
    mirror 4 // will mirror final curve brushwork on X and Y axes
  • Added Logging. Can be used by calling Map2Curve.exe with -log parameter. Will log all information from the console app window to Map2Curve.log in root directory.
  • Fixed maps exported from Trenchbroom not being processed properly in some cases (e.g. regular boxes without slopes) which led to crashes. This occured because TB would export those brush faces as tiny planes instead of using the actual vertex positions which M2C relied upon in previous releases.
  • Maybe fixed another issue that probably prevented small brushes (e.g. 1, 0.5, 0.25) from being processed without ending up as invalid solid structures. Still, use small brushes (<1) with care!
  • Fixed a crash happening in various situations.
  • Fixed position of triangulated spike brushes not properly being increased when generating ramps.
  • Fixed empty solid entities being exported during RMF file export.
  • Changed hstretchamt (horizontal tiling amount) from integer to float. Values like 0.5 or 2.25 are now possible as well.
  • Changed automatic texture-tiling (hstretch=1 + hstretchamt=0) behaviour so that it avoids overly compressed texture scales. E.g. X-Scale: 0.1, Y-Scale: 1.0; Instead it will use original X-Scale. Whenever this happens there will be an info message during the process.
  • Fixed snap2grid for border brushes (transit_round) for the case when a curve has only one section.
  • Fixed automatic triangulation of border brushes for the case when “snap outer vertices of border brushes to grid” (transit_round) is active.

GUI v0.1.2.0

  • Added elements for new mapcarve feature
  • Added elements for new mirror and mirror_src feature
  • Re-Added elements for middle sections (formerly gaps)
  • Added Change All setting to apply changes in curve settings to all existing curve objects at once (tab reset and curve functions will ignore this)
  • Added some more tooltips
  • Added logging option to GUIs program settings
  • Highlighted new features
  • Added new Template regarding the mapcarve and mirror features
  • Fixed tab indexes of all control elements

Map2Curve v0.81 released

Hey ppl, I just uploaded a little update. Nothing serious or worth downloading but you might as well just get it right away. There’s a new feature, a few fixes and additions and more preview images for the GUI.

New Discord Server

Also there’s now a place for anyone who’s interested to report bugs and maybe even request tutorials or features.
I set up a small Discord server, where I might also post some WIP stuff from my other projects in the future:

Download

Feature Overview

With the new gridsize setting you can better control snap to grid. Until now it was either switched on or off and would snap your vertices to a grid size of 1 game units.
Now you can also control the snapping per the 3 axes X, Y and Z and choose your own grid size.

gridsize "1 1 1"      // X, Y, Z axis
gridsize "8 16 1024"  // Default: 1.0; valid range: 0 - 1024
gridsize "1 1 0"      // 0 = no snapping for respective axis

Unfortunately I wasn’t able to figure out snap to grid for textures as well, so keep in mind the textures will stay in place and use the setting carefully. Delicate objects will suffer from large grid sizes, while large objects can easily use higher ones.

On a lesser note I added a result dialog to Map2Curve GUI that will not only inform you about critical errors but also warnings. For more information you still need to turn off autoclose for the CLI app, run generate again and look for the respective warning message.

Complete Changelog

CLI v0.81

  • Added new gridsize command for rounding aka snapping vertices to grid.
  • Fixed an issue with precise path_corner extrusions where the first curve section would always be recognized as facing inside.
  • Adjusted auto-triangulation of brushes.
  • Added another return value for Warnings instead of just critical errors.

GUI v0.1.1.0

  • Added result dialog to GUI to make it more clear when warnings and critical errors occured.
  • Added textboxes for new gridsize command on tab general curve settings II.

Map2Curve v0.8 released

Have fun, hope you like it!
No more words. I am tired.

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Feature Overview

If you want to read more about the changes and additions, head over to the 0.8 Readme.

New graphical user interface

No bad excuses anymore why you didn’t curvify your maps, thanks to the shiny new GUI I clobbed together in a few months.

It can do almost anything that is necessary to generate curves with Map2Curve without the need of creating your own preset-files.

New texture stretch setting and more

Among other texture related features it is now possible to stretch textures to the curve either adaptively or by a fixed amount.

New height curves and height calculation

I added new height curves with a few functions from easings.net and overhauled the way those are being distributed among the sections. It now works the way it should.

Furthermore height is now being specified by the total distance instead of per step.

Map2Curve v0.7 released

My dear mapping folk, version 0.7 of Map2Curve is now available.

Download

Feature Overview

If you want to read more about the changes and additions, head over to the 0.7 overview page.

New Main Features: RMF Export and Circle duplication

The 2 most important additions to the tool are the new ability to export to RMF format, which solves the limitations that come with the Goldsource MAP format, and the new carve function for brushes, which makes the creation of highly complex seamless curves possible.

The base principle of this construction method follows an article, that was first posted to the Sven Coop forums by Kirito in 2018.

Downside: Floating point coordinates

The biggest downside of this method also applies to the new M2C feature: floating point coordinates. Because of these it is usually a good idea to turn the generated curve into a solid entity like func_detail and enclose it with worldbrushes.
However it is also possible to use the generated curve as world (seals off the level). Whether this works or not depends on how well the compiler handle it.

Changelog

  • Added RMF export per default. Can be toggled with “rmf” 0/1.
  • Added carving for detail objects. Can be toggled with “d_carve” (0/1).
  • Added ability of custom origin brush and entity for detail objects. Either add an “ORIGIN”-textured brush or an info_target with name-keyvalue “ORIGIN” to a detail group.
  • Added random detail object group scaling withing limits. Can be set with “d_scale_rand” similar to other transformation commands:
    – d_scale_rand “1 0.5 2” (0/1 min max)
  • Added automatic assignment of any entity to a detail object group. Can be toggled with “d_autoassign” (0/1) and only works globally at the moment (for all curves at the same time).
  • Added flatcircle (0/1) command to make Pi circle flat instead of pointed. Original circle size is being maintained.
  • Added another bounding box type: Hollow box. Can be used with “bounds 2”.
  • Added a precise circle spin mode for detail objects. Can be toggled with “d_circlemode” (0/1).
  • Added vertex welding for carved brushes and fixing of “borderliner” vertex coordinates (e.g. 128.00002 = 128).
  • Added 3 beginner PDF tutorials to the tool archive.
  • Fixed a problem due to different vertex order of MAP files that were exported from J.A.C.K. editor. M2C would print invalid brush errors without apparent reason.

Map2Curve v0.6 released

In this release I focused on adding the overdue “intersecting” extrusion method, which essentially produces very precise results, compared to the so far available simple spline extrusion method.

A Goldsource level mainly generated with the new curve type “intersecting spline”
An interior scene generated with the new seamless texture mapping mode

There are a lot more smaller changes, some of which are important to know.
As usual you can get it from the known sites:

Download

See the v0.6 Overview for detailed information about this release.

Continue reading “Map2Curve v0.6 released”

Map2Curve v0.5 released

Hey there Goldsrcdiggers,

I’ve released the new version of my map generator Map2Curve.
The download mirrors have been updated accordingly.

Download Locations

See the version’s overview page for more detailed information about the new additions and changes.

In this release I added a bunch of important features that I wanted to have in there for a long time now. Let’s take a look at the main changes.

Continue reading “Map2Curve v0.5 released”

My participation at Ragemap 2019

Futile, is the word that could describe my effort participating in the ragemap 2019 event initiated by Sven Coop Forum’s mod Hezus.

The time target for the main part of that map was 3 hours. I ended up working on it a few hours on saturday and the entire sunday (the day of the deadline).

What did I do wrong?

While I know my way around Hammer and graphics, I barely know how to create multiplayer maps. I especially lack knowledge of Sven Coops gameplay and entities, which wasn’t really a problem so much, because neither did I own SC, nor were I motivated to download it for the mapping event.

So I just sticked with the standard Half-Life entities and put together a simple scene, where the team needs to split up and the main group has to protect the lone wolf, while he again controls a crane, enabling the team to escape. Finally the lone wolf can longjump down from the crane and catch up with the main group, in theory.

How well does this work in multiplayer? I don’t know. I should have started to work on this a week ago, then – maybe – I could have had the chance to test it along with some friends.

How did I create the map?

On the first day I created the crane textures and already mapped half of the the crane itself in Hammer. The crane textures were done in Photoshop CS3. I used reference images from google, mostly of Liebherr building lot cranes.

I took the rest of the textures from my existing project files of Nohra’s Concealment (maybe you already figured that out).

I used Map2Curve for the curved bridge and almost completely for the terrain. Here and there I had to fix something by hand of course, but the tool really saved a lot of time.

Mostly I was working in Hammer. I switched to JACK for creating the paths, which Map2Curve need to generate terrain.

Conclusion

Starting 2 days before a deadline might be a great way for keeping up the motivation, however it should be left to the experts.
Knowing the requirements of multiplayer maps also comes in handy, logically.

Map2Curve v0.4 released

Hey ppl, this update was cooking for quite a long time now.

I’ve added many little things I wanted to have in there before I continue to work on the remaining big features: Precise path extrusion, completely seamless textures and detail support).

Since the additions are so versatile and working on the documentation gives me a headache, I will try to cover all of them on an additional page.
So, for a detailed overview of this version, go here.

Download

Features

Transformations
Rot, Move and Scale for source and final objects.

Group based texture shifts
Entity groups are now being respected for horizontal texture shift calculation.

Transitions
A way to control the properties of first and last curve brushes, to be able to combine different curves more easily.

Complex Triangulation
Any brush can be triangulated now. No restrictions anymore.

Export Range
How many sections of the curve object are to be exported. Has an important impact on smooth ramp generation.

Bounding Boxes
Clean bounding boxes for easier handling curves in an editor.

Skip NULL Brushes
Wenn using complex triangulation, occuring NULL brushes can be skipped during export.

Version 0.4 Changelog

  1. Added custom file paths for input and output files.
  2. Added command “append” (0/1) to add newly generated objects to existing files.
  3. Added simple transformations, for final and source object.
  4. Added bounding boxes (0/1; active per default).
  5. Added commands “range_start” and “range_end” (0-100) that control how much of the generated curve object will be exported finally.
  6. Added “transit_tri” and “transit_round” (0/1) to enable control over the first and last brush of a curve and their respective cut-faces.
  7. Added commands “gaps” (0/1) and “gaplen”, to create intermediate sections and control their length.
  8. Overhaul of brush triangulation. Added complex triangulation.
  9. Added “skipnull” (0/1) command to ignore NULL brushes on file export.
  10. Added the shift mode “per group texture” (shift 5) that respects the whole solid entity when calculating horizontal texture shifts.