[Tool] SC2 Map Analyzer - Page 4
Forum Index > SC2 Maps & Custom Games |
korona
1098 Posts
| ||
ashburn
Singapore76 Posts
| ||
monkh
United Kingdom568 Posts
http://www.sc2mapster.com/maps/modern-warefare/images/4-base-balance-using-map-analyzer/ 3o'clock expansion shows 9.5k resources several of the minerals aren't calculated and also the lower natural expansion shows 15.5k resources this one may be due to them being 1 further out but top natural also has this and is calculated right. | ||
chuky500
France473 Posts
sc2mapanalyzer.exe mymap.SC2Map Everything works fine, it prints the name of the map. But if the map is still in the same directory and I type sc2mapanalyzer.exe and drag my map in the console it writes this in the console : sc2mapanalyzer.exe "C:\Documents and Settings\...\Bureau\sc2mapanalyzer-release-1.2\sc2mapanalyzer-release-1.2\mymap.SC2Map" And now in the generated picture it prints the whole path to the map instead of its name. Also I just noticed if I just run sc2mapanalyzer.exe without typing a map name, it will process the map that's in the the directory but it won't print a map name at all, just "Shortest path - natural - 6 o'clock to 12 o'clock" and not the name of the map. The picture filename will be called sc2map-shortestPaths.... for example. Another thing, I suggested that you could measure the distance from the main to the 3rd expansion but I think you missunderstood what I meant. I meant while I'm making a map if I want to have my 3rd expansion as far as in Metalopolis for example I could run your program to know the distance from the main to the 3rd in Metalopolis and then in my map and know how my 3rd compares to Metalopolis. Because the way I have to do it at the moment is I have to run the game, make a probe travel there, then run the demo and check how much time it took. Then do it again on Metalopolis to have a reference. If your program could measure that distance it would be faster to tweak the map. Also about the alternate route maybe a way to do it would be in the GalaxyEditor to place a point (from the Point layer toolbar) that would act as a waypoint, and give it an obvious name. So your program would just have have to calculate the distance from the main to that waypoint, then from the waypoint to the enemy's main. And if I place 2 waypoints it would calculate the distance Main->1st Waypoint->Opponent's Main and then Main->2nd Waypoint->Opponent's Main This way you could have different alternate routes. | ||
Logo
United States7542 Posts
On June 26 2010 14:00 dimfish wrote: Yes, you are right. The main project page over at SC2Mapster explains the problem in detail. Essentially the map data says "put a tree here, put a mineral patch there, put a destructible rock over there" but doesn't tell you the footprint of any of them! I am currently hard-coding the shape of stuff like the various destructible rocks but it would take eons to write down the footprint of everything in the editor that can block pathing. Two immediate solutions: 1) ask me for a small list of really important doodads that SC2 Map Analyzer should look for OR 2) temporarily add something the analyzer already recognizes, like destructible rocks, over your important line of trees and then take them out after getting the info you needed. If you start going down this path, you should see if you could allow users to help with adding doodads. If there was some way (like a text file that could be modified) to add doodads to the list then users would be capable of adding doodads that are important to them or start a community project to get every doodad added. There's no sense in you wasting time adding a ton of doodads when the community can do it much faster. | ||
chuky500
France473 Posts
Also reapers can climb on cliffs corners even if there are doodads up there, so I don't think mappers should rely too much on doodads to block the way. | ||
KillerPlague
United States1386 Posts
| ||
dimfish
United States663 Posts
On June 26 2010 23:16 monkh wrote: Think i have found a bug. On latest map ive made its not calculating all resources around a couple of expansions. http://www.sc2mapster.com/maps/modern-warefare/images/4-base-balance-using-map-analyzer/ 3o'clock expansion shows 9.5k resources several of the minerals aren't calculated and also the lower natural expansion shows 15.5k resources this one may be due to them being 1 further out but top natural also has this and is calculated right. It's awesome that you guys are already digging into this pig--and believe me I will squash every problem in my power. This weekend my brother is visiting from east coast so I'll only be checking on this thread a bit and not able to do any modifications, but I'll try answer questions for the time being. @monkh: I think you are experiencing an unfortunate side-effect of the tool's approximation of pathing. If you read the analysis details page over at SC2Mapster you'll see the section where I want to use t3SyncPathingInfo which is the optimum, but instead I have to use t3CellFlags. The problem is that the pathing approximation from t3CellFlags pushes the unpathable areas out to where units can walk in-game. This is why the skinniest possible ramp (diagonal) appears to be blocked. I think what's going on for you is that the minerals are too close to the cliff and the base algorithm thinks they are decorations (because they are unreachable). Try an experiment of adding extra space behind the mineral line and see if the tool picks up the missing patches. | ||
dimfish
United States663 Posts
On June 27 2010 02:15 chuky500 wrote: I found why it was printing the whole map path instead of the map name and it also had to do with the path. If I place the map in the same directory as the exe and I type : sc2mapanalyzer.exe mymap.SC2Map Everything works fine, it prints the name of the map. But if the map is still in the same directory and I type sc2mapanalyzer.exe and drag my map in the console it writes this in the console : sc2mapanalyzer.exe "C:\Documents and Settings\...\Bureau\sc2mapanalyzer-release-1.2\sc2mapanalyzer-release-1.2\mymap.SC2Map" And now in the generated picture it prints the whole path to the map instead of its name. Also I just noticed if I just run sc2mapanalyzer.exe without typing a map name, it will process the map that's in the the directory but it won't print a map name at all, just "Shortest path - natural - 6 o'clock to 12 o'clock" and not the name of the map. The picture filename will be called sc2map-shortestPaths.... for example. Another thing, I suggested that you could measure the distance from the main to the 3rd expansion but I think you missunderstood what I meant. I meant while I'm making a map if I want to have my 3rd expansion as far as in Metalopolis for example I could run your program to know the distance from the main to the 3rd in Metalopolis and then in my map and know how my 3rd compares to Metalopolis. Because the way I have to do it at the moment is I have to run the game, make a probe travel there, then run the demo and check how much time it took. Then do it again on Metalopolis to have a reference. If your program could measure that distance it would be faster to tweak the map. Also about the alternate route maybe a way to do it would be in the GalaxyEditor to place a point (from the Point layer toolbar) that would act as a waypoint, and give it an obvious name. So your program would just have have to calculate the distance from the main to that waypoint, then from the waypoint to the enemy's main. And if I place 2 waypoints it would calculate the distance Main->1st Waypoint->Opponent's Main and then Main->2nd Waypoint->Opponent's Main This way you could have different alternate routes. Excellent, all your observations and suggestions noted! | ||
dimfish
United States663 Posts
On June 27 2010 02:46 Logo wrote: If you start going down this path, you should see if you could allow users to help with adding doodads. If there was some way (like a text file that could be modified) to add doodads to the list then users would be capable of adding doodads that are important to them or start a community project to get every doodad added. There's no sense in you wasting time adding a ton of doodads when the community can do it much faster. Another great idea--will add a footprint text file that everyone can contribute to! | ||
CharlieMurphy
United States22895 Posts
| ||
Superouman
France2195 Posts
| ||
CharlieMurphy
United States22895 Posts
Wherever you decide to store the tool, make sure you leave it with the other files it needs there. Then right-click the sc2mapanalyzer executable and choose to create a shortcut. You can drag that shortcut into a directory with SC2 maps, double-click it, and the tool will analyze all the maps in the directory. And it kept opening up the cmd with this: No file arguments, searching current directory for maps . . . Warning: no map files were analyzed. To prevent this pause at termination, pass option -p .Press any key to continue . . . And then I do and it just closes. I even tried to drag and drop a map onto the exe and it does some shit but then does a similar message which closes cmd once i press any key. edit- ok it still layed the images out in the program folder, perhaps a way to make the pics save elsewhere? I dunno if the program can do this but it would be nice if we can redirect the pathing of alternate routes for cliff jumping, walking. A good example would be desert oasis, where a cliff jumper would most likely loop around towards the minerals or there are 2 paths from each main, (and depending on which base you are at the units path this way). And even paths once D-rocks are removed. Also, could you save the manual into a text document and put it in the zip file. PS, I noticed some minor errors, when the cliff walk and air are the same distance, the line is slightly shifted on the pic and it says a minor decimal point difference. Also the cliff walk path doesn't take into consideration when you have pathing blockers laid down on the map. (I could be mistaken and it's just an error on the map though). PPS- I also noticed that the pathing thing doesn't consider doodads that block. | ||
dimfish
United States663 Posts
| ||
Blacklizard
United States1194 Posts
| ||
Scruff
Singapore509 Posts
| ||
Azide
Canada566 Posts
| ||
ComatoseSoul
United States27 Posts
+ For doodads, start with the path blockers (doodads explicitly called path blockers.) + Add circles around watch towers to show their vision. | ||
Channel56k
United States413 Posts
EDIT: solved! | ||
HiOT
Sweden1000 Posts
On June 30 2010 04:40 Scruff wrote: This is so impressive. Will definitely be used lots in competitive play! On June 30 2010 08:14 Azide wrote: Well fucking done. On June 30 2010 04:40 Scruff wrote: This is so impressive. Will definitely be used lots in competitive play! Jupp, I can't agree more! You sir is a hero in about 3-6 months =) | ||
| ||