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[Tool] SC2 Map Analyzer - Page 5

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 7 14 15 16 Next All
Channel56k
Profile Joined June 2010
United States413 Posts
July 01 2010 05:16 GMT
#81
Do we know why it will sometimes not count certain mineral patches?
"Do yourself a favor, and don't listen to me."
dimfish
Profile Blog Joined February 2010
United States663 Posts
July 01 2010 20:19 GMT
#82
On July 01 2010 14:16 konicki wrote:
Do we know why it will sometimes not count certain mineral patches?


Yes. This issue is explained in a few different places, and you should always be able to get the latest description of the algorithms at the analysis details page.

The problem is that I have to use an approximation of the actual unit pathing, because the best way to grab that info is from an internal file called t3SyncPathingInfo which unfortunately does not appear in every map. And I am against using it when it is present because the tool's results aren't comparable between a map that has it and a map that doesn't.

Okay, so what's the problem? The approximate pathing extends into the actual pathable area (its an over approximation, which is the safer way to do it) and sometimes a mineral path or geyser will appear to be placed in an unpathable area. You can of course actually place minerals, say, out of the playable boundaries, so the tool just says "ok, don't count this mineral patch."

It usually happens when a mineral line is really close to a cliff, so if you either move the base away from the cliff or add some open space behind the minerals it should clear up the problem.

And I am working on a permanent solution!
Channel56k
Profile Joined June 2010
United States413 Posts
July 01 2010 20:22 GMT
#83
On July 02 2010 05:19 dimfish wrote:
Show nested quote +
On July 01 2010 14:16 konicki wrote:
Do we know why it will sometimes not count certain mineral patches?


Yes. This issue is explained in a few different places, and you should always be able to get the latest description of the algorithms at the analysis details page.

The problem is that I have to use an approximation of the actual unit pathing, because the best way to grab that info is from an internal file called t3SyncPathingInfo which unfortunately does not appear in every map. And I am against using it when it is present because the tool's results aren't comparable between a map that has it and a map that doesn't.

Okay, so what's the problem? The approximate pathing extends into the actual pathable area (its an over approximation, which is the safer way to do it) and sometimes a mineral path or geyser will appear to be placed in an unpathable area. You can of course actually place minerals, say, out of the playable boundaries, so the tool just says "ok, don't count this mineral patch."

It usually happens when a mineral line is really close to a cliff, so if you either move the base away from the cliff or add some open space behind the minerals it should clear up the problem.

And I am working on a permanent solution!



My bad for not diggin the info up, but thank you for writing that up.

*interesting solution, ill try that.
"Do yourself a favor, and don't listen to me."
dimfish
Profile Blog Joined February 2010
United States663 Posts
July 02 2010 17:36 GMT
#84
SC2 Map Analyzer 1.3.1 released! Check the OP
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-07-03 08:43:33
July 03 2010 08:40 GMT
#85
Hey, Is it possible to convert the rush distance numbers into game time? Like a worker/zealot/ling/reaper/muta/pheonix move speed.
At the very least just the ling/zeal/worker walk time because those are the most important to consider when making a map imo.

I don't mean to have a line for every unit, just the shortest time of the early units. So probably a ling or worker for the yellow line, a muta for the blue line, and reaper for the pink. No speed upgrades
..and then I would, ya know, check em'. (Aka SpoR)
dimfish
Profile Blog Joined February 2010
United States663 Posts
July 05 2010 16:46 GMT
#86
On July 03 2010 17:40 CharlieMurphy wrote:
Hey, Is it possible to convert the rush distance numbers into game time? Like a worker/zealot/ling/reaper/muta/pheonix move speed.
At the very least just the ling/zeal/worker walk time because those are the most important to consider when making a map imo.

I don't mean to have a line for every unit, just the shortest time of the early units. So probably a ling or worker for the yellow line, a muta for the blue line, and reaper for the pink. No speed upgrades



Yeah we can do that. I'm working on a big update that includes configuration files, and there could be a file for unit speeds. While we're at it, let's say you could have the distances converted to any unit rush times you wanted--what is the complete list worth converting to?

worker
ling
zealot
marine
roach
stalker
maurader
reaper
muta
pheonix?

Nobody cares what the rush time for a battle cruiser is, right? so I'm curious if we can compile the full list of units worth knowing their rush times. And which ones are grouped by same-unit-speed? Just takes a little elbow grease in the Liquipedia...
Logo
Profile Blog Joined April 2010
United States7542 Posts
July 08 2010 14:53 GMT
#87
1.3 is pretty sweet, haven't got to play around with it too much, but so far I'm digging it.

Huge warning though! If you want to run this tool you CANNOT save your map with "smaller file" set. I went and saved my map with this setting so I could publish it and since then that map won't work with the analyzer.

Chances are the analyzer isn't able to read the compressed data, I don't know if anything can really be done about that.

Either way if you want to run the analyzer make sure to keep a 'faster save' version of your map around and only use the smaller save on a copy to publish it.
Logo
dimfish
Profile Blog Joined February 2010
United States663 Posts
July 09 2010 08:56 GMT
#88
On July 08 2010 23:53 Logo wrote:
1.3 is pretty sweet, haven't got to play around with it too much, but so far I'm digging it.

Huge warning though! If you want to run this tool you CANNOT save your map with "smaller file" set. I went and saved my map with this setting so I could publish it and since then that map won't work with the analyzer.

Chances are the analyzer isn't able to read the compressed data, I don't know if anything can really be done about that.

Either way if you want to run the analyzer make sure to keep a 'faster save' version of your map around and only use the smaller save on a copy to publish it.


Interesting! I'll poke around and see if I can get the compressed map files worked out. Thanks for posting this Logo!
Orion-TF
Profile Joined April 2010
Sweden114 Posts
August 02 2010 13:31 GMT
#89
Do you need some special map setting or something for it to calculate the map?
My map is unexpected format for map info and could not read the required map files... some ideas?
|SC2 Mapmaker|
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
August 04 2010 22:31 GMT
#90
I got the same thing :/
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
dimfish
Profile Blog Joined February 2010
United States663 Posts
August 04 2010 22:43 GMT
#91
On August 02 2010 22:31 Orion-TF wrote:
Do you need some special map setting or something for it to calculate the map?
My map is unexpected format for map info and could not read the required map files... some ideas?


I updated the OP to link to release 1.3.2 which has undocumented changes but supports the post-SC2-release map file format. My day job was getting in the way there, but I'm in the middle of making lots of big internal changes to the analyzer. I'll have an official release with all of the updates (and documentation) as soon as I can.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
August 04 2010 23:07 GMT
#92
Ah i see.. seems to work now.

Thanks
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
dimfish
Profile Blog Joined February 2010
United States663 Posts
August 31 2010 14:36 GMT
#93
I broke the analyzer down and just finished building it back up, better than ever. OP links to the new 1.4.0 release with config files and much more precise pathing models.

Please report bugs, I'll fix em as fast as I can for you, but I've tested with Blizzard maps, my own maps, and as many community maps as folks have been willing to send me for the express purpose of improving the analyzer.

If you have any maps you are willing to "donate" to my private test pool, please send them to dimfish.mapper@gmail.com, because the more I have, the more solid each release can be. Of course anything you send will be my-eyes-only.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-08-31 19:30:46
August 31 2010 19:30 GMT
#94
--- Nuked ---
Ongweldt
Profile Joined August 2010
Sweden54 Posts
Last Edited: 2010-08-31 21:00:53
August 31 2010 21:00 GMT
#95
Great work! Just tried it with my two maps and it works a lot better. Hat off!
I aim to misbehave - www.dazonic.com
dimfish
Profile Blog Joined February 2010
United States663 Posts
August 31 2010 21:07 GMT
#96
Thanks Barrin and Ongweldt!

I'm curious, did you all have any trouble with the config files? Do you find it much easier to run the tool and switch around what you want to analyze? Please let me know, I have many items on my todo list for the analyzer that involve adding to the config files, so now is a perfect time for your feedback on using them.
StaRelentless
Profile Joined March 2010
United States11 Posts
September 01 2010 00:31 GMT
#97
Thanks so much for this, it's extremely useful! I just used it on a few maps I've recently finished and it does an amazing job with analysis. I haven't tried any custom settings yet but I plan to. Great work, A++
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 01 2010 05:28 GMT
#98
--- Nuked ---
dimfish
Profile Blog Joined February 2010
United States663 Posts
September 01 2010 17:00 GMT
#99
funcmode spotted a bug that the main2main shortest path image was rendering incorrect distances. That fix is in minor release 1.4.1 because I haven't gotten any other bug reports yet. Link to new release is in the OP.
Cade
Profile Joined August 2010
Canada1420 Posts
September 02 2010 07:12 GMT
#100
can this be used on the stock blizzard maps? if so where are they located generally?
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