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Author Topic: Export Local BMP - Black bars  (Read 934 times)

Lightman

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Export Local BMP - Black bars
« on: July 01, 2007, 10:34:00 am »

When I export my fortress map to a BMP, I get three vertical black bars running down the map, blocking out huge parts of the fortress and everything else. Has anyone else had such a problem?
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Asehujiko

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Re: Export Local BMP - Black bars
« Reply #1 on: July 01, 2007, 11:08:00 am »

Same here. They don't actualy block anything but just "split up" the image.
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.☺..EE.E...E.EE.EE...E.EE..E..EE.EE.EE.EE..E...EE.EE..E.E
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Lightman

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Re: Export Local BMP - Black bars
« Reply #2 on: July 01, 2007, 01:13:00 pm »

quote:
Originally posted by Asehujiko:
<STRONG>Same here. They don't actualy block anything but just "split up" the image.</STRONG>

Are you sure that they don't obscure parts? They definitely do, here.

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Dreamer

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Re: Export Local BMP - Black bars
« Reply #3 on: July 01, 2007, 03:11:00 pm »

I've only had segments missing, and obviously so.  It doesn't take away huge chunks of the map, but it takes away enough to be annoying and odd.

Another thing is that my different world maps have different sizes in BMP format; maybe that has something to do with it.

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Toady One

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Re: Export Local BMP - Black bars
« Reply #4 on: July 01, 2007, 06:15:00 pm »

Somebody might have sent me some settings before that cause this, but it doesn't hurt to have more.  This doesn't happen for me at the default.  What were the settings:  graphics or not, window dimensions, fullscreen/window?
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ReWolf31

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Re: Export Local BMP - Black bars
« Reply #5 on: July 02, 2007, 02:35:00 am »

I get a problem where parts of the map are stretched horizontally.... see this map.

I run in windowed mode, and here's a copy of my init.txt:
 

quote:
Change this to turn sound off.

[SOUND:OFF]

Change this to skip the wonderful intro movies.

[INTRO:OFF]

This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.

[WINDOWED:PROMPT]

This is the size and font for windowed mode.  Changing to 800x600 and the 800x600 font might make you happier.

[WINDOWEDX:1200]
[WINDOWEDY:400]
[FONT:curses_square_16x16.bmp]

Full screen info.

[FULLSCREENX:800]
[FULLSCREENY:600]
[FULLFONT:curses_square_16x16.bmp]

If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.

[BLACK_SPACE:NO]

Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the "raw/graphics" folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.

[GRAPHICS:NO]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:400]
[GRAPHICS_FONT:curses_square_16x16.bmp]
[GRAPHICS_FULLSCREENX:1280]
[GRAPHICS_FULLSCREENY:800]
[GRAPHICS_FULLFONT:curses_square_16x16.bmp]
[GRAPHICS_BLACK_SPACE:YES]

Change this to YES if you want to see an FPS counter at the top left.

[FPS:NO]

Use this to set the maximum frame rate during play.  The movies are always capped at 100.

[FPS_CAP:100]

Change this to NO if you don't want to have the mouse involved at all.

[MOUSE:NO]

Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.

[MOUSE_PICTURE:NO]

Use these options to remove features from the game.  This might speed the game up.

[TEMPERATURE:YES]
[WEATHER:YES]

You can set the maximum population of your fortress here.  Keep in mind that your population must exceed 80 to get a king and 100 to obtain the current game features.

[POPULATION_CAP:300]

If you don't like the ,.`' ground, try setting this to NO.  The ground will turn into periods only.

[VARIED_GROUND_TILES:NO]

If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.

[ENGRAVINGS_START_OBSCURED:YES]

This controls the number of milliseconds that must pass before a held key sends a repeat press to the game.  You might need to adjust this.

[KEY_HOLD_MS:150]

This controls "more" in adventure mode.  If MORE is set to NO, all announcements will be skipped.  DISPLAY_LENGTH controls how many lines are printed before it gives you the "more" prompt.

[MORE:YES]
[DISPLAY_LENGTH:23]

Set this to YES if you want traps to affect you in adventure mode.  This is not recommended -- there are issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses.

[ADVENTURER_TRAPS:NO]

You can use these to say how nicknames are displayed in each mode
Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL
[NICKNAME_DWARF:REPLACE_FIRST]
[NICKNAME_ADVENTURE:REPLACE_FIRST]
[NICKNAME_LEGENDS:REPLACE_FIRST]

These are the display colors in RGB.  The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.

[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:13]
[BLUE_G:103]
[BLUE_B:196]
[GREEN_R:68]
[GREEN_G:158]
[GREEN_B:53]
[CYAN_R:86]
[CYAN_G:163]
[CYAN_B:205]
[RED_R:151]
[RED_G:26]
[RED_B:26]
[MAGENTA_R:255]
[MAGENTA_G:110]
[MAGENTA_B:187]
[BROWN_R:120]
[BROWN_G:94]
[BROWN_B:47]
[LGRAY_R:185]
[LGRAY_G:192]
[LGRAY_B:162]
[DGRAY_R:88]
[DGRAY_G:83]
[DGRAY_B:86]
[LBLUE_R:145]
[LBLUE_G:202]
[LBLUE_B:255]
[LGREEN_R:131]
[LGREEN_G:212]
[LGREEN_B:82]
[LCYAN_R:176]
[LCYAN_G:223]
[LCYAN_B:215]
[LRED_R:255]
[LRED_G:34]
[LRED_B:34]
[LMAGENTA_R:255]
[LMAGENTA_G:167]
[LMAGENTA_B:246]
[YELLOW_R:255]
[YELLOW_G:218]
[YELLOW_B:90]
[WHITE_R:255]
[WHITE_G:255]
[WHITE_B:255]


[ July 02, 2007: Message edited by: ReWolf31 ]

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Lightman

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Re: Export Local BMP - Black bars
« Reply #6 on: July 02, 2007, 04:59:00 am »

Here are my settings:

code:

[WINDOWED:YES]

[WINDOWEDX:800]
[WINDOWEDY:600]
[FONT:curses_800x600.bmp]

[FULLSCREENX:800]
[FULLSCREENY:600]
[FULLFONT:curses_800x600.bmp]

[BLACK_SPACE:NO]

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1024]
[GRAPHICS_WINDOWEDY:600]
[GRAPHICS_FONT:curses_square_16x16.bmp]
[GRAPHICS_FULLSCREENX:800]
[GRAPHICS_FULLSCREENY:600]
[GRAPHICS_FULLFONT:curses_square_16x16.bmp]
[GRAPHICS_BLACK_SPACE:YES]


I've tried switching from windowed to fullscreen (F11) and I don't think it has any impact.

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X

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Re: Export Local BMP - Black bars
« Reply #7 on: July 02, 2007, 05:36:00 am »

The bitmap writing (and reading, for that matter) code is bugged, as it doesn't align on 4 byte boundaries.

I have a patch.

X

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Lightman

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Re: Export Local BMP - Black bars
« Reply #8 on: July 02, 2007, 07:55:00 am »

quote:
Originally posted by X:
<STRONG>The bitmap writing (and reading, for that matter) code is bugged, as it doesn't align on 4 byte boundaries.

I have a patch.

X</STRONG>


You have a patch?...

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Fleeb

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Re: Export Local BMP - Black bars
« Reply #9 on: July 02, 2007, 10:54:00 am »

I have the same black bars. Could you post the patch please X?
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Asehujiko

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Re: Export Local BMP - Black bars
« Reply #10 on: July 02, 2007, 11:31:00 am »

http://mkv25.net/dfma/viewmap.php?view_mapid=307

Dimensional fissure in action.

Quote from: Init.txt

Change this to turn sound off.

[SOUND:OFF]

Change this to skip the wonderful intro movies.

[INTRO:ON]

This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.

[WINDOWED:PROMPT]

This is the size and font for windowed mode.  Changing to 800x600 and the 800x600 font might make you happier.

[WINDOWEDX:800]
[WINDOWEDY:600]
[FONT:curses_800x600.bmp]

Full screen info.

[FULLSCREENX:800]
[FULLSCREENY:600]
[FULLFONT:curses_800x600.bmp]

If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.

[BLACK_SPACE:YES]

Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the "raw/graphics" folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:800]
[GRAPHICS_WINDOWEDY:600]
[GRAPHICS_FONT:curses_square_16x16.bmp]
[GRAPHICS_FULLSCREENX:800]
[GRAPHICS_FULLSCREENY:600]
[GRAPHICS_FULLFONT:curses_square_16x16.bmp]
[GRAPHICS_BLACK_SPACE:YES]

Change this to YES if you want to see an FPS counter at the top left.

[FPS:YES]

Use this to set the maximum frame rate during play.  The movies are always capped at 100.

[FPS_CAP:100]

Change this to NO if you don't want to have the mouse involved at all.

[MOUSE:YES]

Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.

[MOUSE_PICTURE:YES]

Use these options to remove features from the game.  This might speed the game up.

[TEMPERATURE:YES]
[WEATHER:YES]

You can set the maximum population of your fortress here.  Keep in mind that your population must exceed 80 to get a king and 100 to obtain the current game features.

[POPULATION_CAP:200]

If you don't like the ,.`' ground, try setting this to NO.  The ground will turn into periods only.

[VARIED_GROUND_TILES:NO]

If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.

[ENGRAVINGS_START_OBSCURED:YES]

This controls the number of milliseconds that must pass before a held key sends a repeat press to the game.  You might need to adjust this.

[KEY_HOLD_MS:150]

This controls "more" in adventure mode.  If MORE is set to NO, all announcements will be skipped.  DISPLAY_LENGTH controls how many lines are printed before it gives you the "more" prompt.

[MORE:YES]
[DISPLAY_LENGTH:23]

Set this to YES if you want traps to affect you in adventure mode.  This is not recommended -- there are issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses.

[ADVENTURER_TRAPS:NO]

You can use these to say how nicknames are displayed in each mode
Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL
[NICKNAME_DWARF:REPLACE_FIRST]
[NICKNAME_ADVENTURE:REPLACE_FIRST]
[NICKNAME_LEGENDS:REPLACE_FIRST]

These are the display colors in RGB.  The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.

[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:0]
[BLUE_G:0]
[BLUE_B:128]
[GREEN_R:0]
[GREEN_G:128]
[GREEN_B:0]
[CYAN_R:0]
[CYAN_G:128]
[CYAN_B:128]
[RED_R:128]
[RED_G:0]
[RED_B:0]
[MAGENTA_R:128]
[MAGENTA_G:0]
[MAGENTA_B:128]
[BROWN_R:128]
[BROWN_G:128]
[BROWN_B:0]
[LGRAY_R:192]
[LGRAY_G:192]
[LGRAY_B:192]
[DGRAY_R:128]
[DGRAY_G:128]
[DGRAY_B:128]
[LBLUE_R:0]
[LBLUE_G:0]
[LBLUE_B:255]
[LGREEN_R:0]
[LGREEN_G:255]
[LGREEN_B:0]
[LCYAN_R:0]
[LCYAN_G:255]
[LCYAN_B:255]
[LRED_R:255]
[LRED_G:0]
[LRED_B:0]
[LMAGENTA_R:255]
[LMAGENTA_G:0]
[LMAGENTA_B:255]
[YELLOW_R:255]
[YELLOW_G:255]
[YELLOW_B:0]
[WHITE_R:255]
[WHITE_G:255]
[WHITE_B:255]

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Code: [Select]
Tremble, mortal, and despair! Doom has come to this world!
.....EEEE..E..E.E...EEE.EE.EE.EEE.EE..EE.EE.E.EE.EE.E.EE.
......E..EE.EE.EE.EE..E...EEEE..E..E.E...EEE.EEE...E.EEE.
.☺..EE.E...E.EE.EE...E.EE..E..EE.EE.EE.EE..E...EE.EE..E.E
.....E..E.E.E.E.E.EE.E.E.EE.E...E.EE.EE...E.EE.EE.EEE...E
....E.EE.EEE.EE..EE.EE.E..EEEE..E..E.E...EEE.EEE..E.E..EE

X

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Re: Export Local BMP - Black bars
« Reply #11 on: July 02, 2007, 11:51:00 am »

quote:
Originally posted by Fleeb:
<STRONG>I have the same black bars. Could you post the patch please X?</STRONG>

This is a code-patch, not a download-and-run patch.
Nor do I know for certain if it will actually fix your particular problem, I just know that the function can generate invalid bitmaps on some input.

X

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Fleeb

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Re: Export Local BMP - Black bars
« Reply #12 on: July 02, 2007, 04:11:00 pm »

Darn  :(  I wonder if it has to do with the resolution or size of the tiles. I am using 16x16 font and graphics.
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Dreamer

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Re: Export Local BMP - Black bars
« Reply #13 on: July 02, 2007, 04:52:00 pm »

I actually use at tileset that squares off the tiles, but I don't think that should be a problem, should it?  You'd think the BMP should be the same...  That's the only thing I can think of.

Is everyone here using different window sizes/a custom tileset?  If so, that's the culprit.

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Toady One

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Re: Export Local BMP - Black bars
« Reply #14 on: July 02, 2007, 07:21:00 pm »

The exporter handles the 4 byte conversion, so it isn't that.  I think it's just going to be a mistake in how I'm using GL to read in printed screens and copy them to the BMP, possibly based on tile/window dims I haven't used here with the exporter.  I'll check this out with some of the inits posted here.
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