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Active: 2060 users

[Tool] SC2 Map Analyzer - Page 6

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 4 5 6 7 8 16 Next All
Ongweldt
Profile Joined August 2010
Sweden54 Posts
Last Edited: 2010-09-02 11:48:56
September 02 2010 09:24 GMT
#101
On September 02 2010 16:12 Cade wrote:
can this be used on the stock blizzard maps? if so where are they located generally?


Yes, but you must start the editor, connect to battle.net and download all of Blizzards multiplayer maps. Only the campaign and challenges maps can be found local.

Select a map you want, open it -> save as.
I aim to misbehave - www.dazonic.com
Superouman
Profile Blog Joined August 2007
France2195 Posts
September 04 2010 21:19 GMT
#102
Addional feature suggested:
add time from main to main, take the refenrece from a unit who has a 1.0 speed
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 04 2010 21:20 GMT
#103
--- Nuked ---
k10forgotten
Profile Joined September 2010
Brazil260 Posts
September 07 2010 07:48 GMT
#104
I want it to render the influence and base balance, but I can't make it render, even though I removed the '#' from the lines.

Also, it doesn't know what's a doodad nor what's a destructible rock. Is it because I have the LA version?
I fear no enemy, for the Khala is my strength! I fear not death, for our strength is eternal.
dimfish
Profile Blog Joined February 2010
United States663 Posts
September 07 2010 16:49 GMT
#105
On September 05 2010 06:19 Superouman wrote:
Addional feature suggested:
add time from main to main, take the refenrece from a unit who has a 1.0 speed


Certainly! Consider it on the list of features for next release.
dimfish
Profile Blog Joined February 2010
United States663 Posts
September 07 2010 16:59 GMT
#106
On September 07 2010 16:48 k10forgotten wrote:
I want it to render the influence and base balance, but I can't make it render, even though I removed the '#' from the lines.

Did you put the output.txt config file in either:
1) the same directory as the sc2mapanalyzer.exe program? This is different than the config/ subdirectory where the config files are sitting when you download a new release, because they are just templates. Once you have modified a config file to your liking, move or copy it into the exact directory as sc2mapanalyzer.exe.

Or, 2) put your modified version of output.txt in the same directory as one of the maps you want to analyze. If you put a local version of output.txt with a map it overrides your global copy (see #1 above). This is helpful if you want to analyze a bunch of maps in batches, but don't want the same output to be generated for every map. I do this frequently when analyzing my own map with a full output.txt, and also group it with the Blizzard ladder maps, but only enable the aggregate statistics CSV so I can compare my map to the ladder. I don't need the images of the ladder maps over and over again.




Also, it doesn't know what's a doodad nor what's a destructible rock. Is it because I have the LA version?

Did you put a copy of footprints.txt in the same directory as sc2mapanalzyer.exe? The version of footprints.txt that is in the config/ subdirectory is ready to go.
k10forgotten
Profile Joined September 2010
Brazil260 Posts
September 07 2010 20:05 GMT
#107
On September 08 2010 01:59 dimfish wrote:
Show nested quote +
On September 07 2010 16:48 k10forgotten wrote:
I want it to render the influence and base balance, but I can't make it render, even though I removed the '#' from the lines.

Did you put the output.txt config file in either:
1) the same directory as the sc2mapanalyzer.exe program? This is different than the config/ subdirectory where the config files are sitting when you download a new release, because they are just templates. Once you have modified a config file to your liking, move or copy it into the exact directory as sc2mapanalyzer.exe.

Or, 2) put your modified version of output.txt in the same directory as one of the maps you want to analyze. If you put a local version of output.txt with a map it overrides your global copy (see #1 above). This is helpful if you want to analyze a bunch of maps in batches, but don't want the same output to be generated for every map. I do this frequently when analyzing my own map with a full output.txt, and also group it with the Blizzard ladder maps, but only enable the aggregate statistics CSV so I can compare my map to the ladder. I don't need the images of the ladder maps over and over again.



Show nested quote +

Also, it doesn't know what's a doodad nor what's a destructible rock. Is it because I have the LA version?

Did you put a copy of footprints.txt in the same directory as sc2mapanalzyer.exe? The version of footprints.txt that is in the config/ subdirectory is ready to go.



Thank you. (:
I fear no enemy, for the Khala is my strength! I fear not death, for our strength is eternal.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-09-09 06:42:01
September 09 2010 06:40 GMT
#108
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-09-11 20:39:07
September 11 2010 20:38 GMT
#109
--- Nuked ---
Glasse
Profile Joined July 2010
Canada1237 Posts
September 11 2010 20:51 GMT
#110
On September 08 2010 01:49 dimfish wrote:
Show nested quote +
On September 05 2010 06:19 Superouman wrote:
Addional feature suggested:
add time from main to main, take the refenrece from a unit who has a 1.0 speed


Certainly! Consider it on the list of features for next release.


If you do that would it be much harder to do it for every location? Lets say you set it so it can tell you the time between 2 set points ex: you put a point at everywhere with minerals, the watch towers and the middle of the map.

Might be more work but i think it could be interesting.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-09-13 19:03:52
September 12 2010 08:53 GMT
#111
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-09-14 02:02:08
September 14 2010 02:00 GMT
#112
--- Nuked ---
dimfish
Profile Blog Joined February 2010
United States663 Posts
September 14 2010 02:34 GMT
#113
@Barrin: I love it when you send me maps that crash the analyzer--it means other people are letting this pig die and not telling me so I can make it better!

1. Make a copy of "footprints.txt" from the config/ subdirectory and put it in the same file as the sc2mapanalyzer.exe file. The reason its not there already is so your config files don't get over-written with a new release after you've customized them. So yeah, this one seems to trip people up, I gotta make that business clearer. That'll get you the d-rocks (I tried to verify)

2. Thanks for the cliff-walk bug report, I'll fix it.

3. Did you accidentally erase part of the path to the west of 8 o'clock?

4. Your map is FLIPPING HUGE, let's try bigger maps, people!
dimfish
Profile Blog Joined February 2010
United States663 Posts
September 14 2010 02:38 GMT
#114
On September 12 2010 05:51 Glasse wrote:
Show nested quote +
On September 08 2010 01:49 dimfish wrote:
On September 05 2010 06:19 Superouman wrote:
Addional feature suggested:
add time from main to main, take the refenrece from a unit who has a 1.0 speed


Certainly! Consider it on the list of features for next release.


If you do that would it be much harder to do it for every location? Lets say you set it so it can tell you the time between 2 set points ex: you put a point at everywhere with minerals, the watch towers and the middle of the map.

Might be more work but i think it could be interesting.


You guys are right, it's not hard algorithmically, it's a matter of giving users the interface. To be honest, I've been trying to put together a map myself which is what I built the analyzer for in the first place, but I promise you there has already been a ticket on the project page about a config file where you can customize what shortest paths the analyzer calculates. As a bonus, I've already written some code that hasn't been checked into release just yet where you can place a generic point (same dialog as Start Locs) and name it something that the map analyzer recognizes--I made it for some testing but it will come in handy.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 14 2010 02:58 GMT
#115
--- Nuked ---
dimfish
Profile Blog Joined February 2010
United States663 Posts
September 14 2010 05:36 GMT
#116
Barrin, I couldn't reproduce the bug you were having, but I'm working with a version of the analyzer that has some new stuff in it. I cleaned it up and made a release--see if the newest release does cliff-jumping properly for you.

New things in 1.4.3:
-The config files are just in the release directory where they should be, instead of in a sub directory.
-There is a cool new feature that counts up the space in each main base.

Enjoy!
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 14 2010 21:23 GMT
#117
--- Nuked ---
Nadorou
Profile Joined September 2010
Sweden21 Posts
September 15 2010 09:07 GMT
#118
Very nice and useful tool, but there is something I noticed.
It might just be something I'm doing or understanding wrong, but it seems that Destructible Debris don't count as Destructible Rocks and thus gets ignored when calculating shortest paths?
Stop it!
dimfish
Profile Blog Joined February 2010
United States663 Posts
September 16 2010 05:59 GMT
#119
On September 15 2010 18:07 Nadorou wrote:
Very nice and useful tool, but there is something I noticed.
It might just be something I'm doing or understanding wrong, but it seems that Destructible Debris don't count as Destructible Rocks and thus gets ignored when calculating shortest paths?


You bring up a good point that will be coming in a new thread soon. The way the map file format works is that object footprints (doodads, destructible rocks, whatever) are NOT embedded in the map file. They might be in the core dependency somewhere, I'm not sure if anyone's cracked that yet. Anyway, this means I had to make a footprints.txt config file so the analyzer knows what to do with the objects it finds on a map. There may be a a destructible debris shape I haven't put into the file, and there are about a million doodads that need to be added, someday. Once I get the necessary info together, maybe you'll help in the community effort to get a totally complete footprints.txt put together for the map analyzer.

In the meantime, you can try to add any missing doodad or destructibles that are critical to your map into your local copy of footprints.txt by following this incomplete guide. If you are successful, post your updates to the file here for other folks, please.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-09-16 06:16:36
September 16 2010 06:13 GMT
#120
--- Nuked ---
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