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Map Analyser Tool - Page 5

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
Xenotolerance
Profile Joined November 2012
United States464 Posts
November 30 2014 02:05 GMT
#81
Did you make it functional on windows 8? :D
www.alonetone.com/xenotolerance
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 30 2014 02:57 GMT
#82
It finally works for me! :O
Moderatorshe/her
TL+ Member
meatpudding
Profile Joined March 2011
Australia520 Posts
November 30 2014 07:52 GMT
#83
On November 30 2014 11:05 Xenotolerance wrote:
Did you make it functional on windows 8? :D

I have not actually thought to check. I might be able to try it next week.
Be excellent to each other.
Xenotolerance
Profile Joined November 2012
United States464 Posts
November 30 2014 15:40 GMT
#84
When I get back to my own laptop tonight I can test it.
www.alonetone.com/xenotolerance
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
November 30 2014 16:11 GMT
#85
Okay, i just tested it on Win7 x64, and drag and drop is not working, it crashes the program, opening it the "normal way" works just fine, but i'm unable to export the image as png too, the program crashes, i tested it with no option selected (jsut the plain shape o the map) and it will still crash, also the vespene geyser thingy is incredibly useful, such a pity i'm not able to use it more because all my maps are already have perfect vespene placements... + Show Spoiler +
[image loading]
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
meatpudding
Profile Joined March 2011
Australia520 Posts
December 01 2014 01:04 GMT
#86
On December 01 2014 01:11 Uvantak wrote:
Okay, i just tested it on Win7 x64, and drag and drop is not working, it crashes the program, opening it the "normal way" works just fine, but i'm unable to export the image as png too, the program crashes, i tested it with no option selected (jsut the plain shape o the map) and it will still crash, also the vespene geyser thingy is incredibly useful, such a pity i'm not able to use it more because all my maps are already have perfect vespene placements... + Show Spoiler +
[image loading]


You are just too good Uvantak

On the drag and drop thing, I haven't seen it myself, but it's weird. If you can open it the long way I guess that's a workaround for now.

There is a known bug with saving on windows. Instead of saving the map image, it tries to save the screen image. So to counter this i paste the map image over the top left of the screen so it saves that. The downside is it will crash if the window is smaller than the map. Try making the window bigger and let me know if it still crashes.
Be excellent to each other.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 01 2014 02:02 GMT
#87
Can't make the window bigger since i'm using a 768p as a main monitor, but opening a different map that fits better on the window and exporting the image of it shows that you are right ^^ Thank you for the work man, meatpudding saving the mapmaking scene once again ♥
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Xenotolerance
Profile Joined November 2012
United States464 Posts
December 10 2014 04:02 GMT
#88
I can finally use map analyzer on my laptop! Windows 8.1, all features confirmed, thank youuu

new map thread inc
www.alonetone.com/xenotolerance
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-01-27 01:55:32
January 27 2015 01:52 GMT
#89
I'm having a problem with the openness:
+ Show Spoiler +
[image loading]


It isn't calculating average openness. It shows the colors and everything in the image, but there's no calculation. Has anyone else encountered this problem? This is pretty important for me to make sure that the map is balanced.

EDIT: Oh, and there's another problem. There are rocks placed that would affect the unit paths that the analyzer doesn't seem to recognize. I checked in the editor to make sure that they had "ignore placement requirements" unchecked. That isn't that big of a deal though, since I can make it unpathable for it to calculate and display the correct distances and times.
LComteVarauG
Profile Joined January 2015
Australia158 Posts
January 27 2015 05:17 GMT
#90
Well done meatpudding This is really cool and makes it a lot easier to check the distances between bases and the balance of the map!
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
January 27 2015 06:36 GMT
#91
On January 27 2015 10:52 Antares777 wrote:
I'm having a problem with the openness:
+ Show Spoiler +
[image loading]


It isn't calculating average openness. It shows the colors and everything in the image, but there's no calculation. Has anyone else encountered this problem? This is pretty important for me to make sure that the map is balanced.

EDIT: Oh, and there's another problem. There are rocks placed that would affect the unit paths that the analyzer doesn't seem to recognize. I checked in the editor to make sure that they had "ignore placement requirements" unchecked. That isn't that big of a deal though, since I can make it unpathable for it to calculate and display the correct distances and times.

For some reason I think he removed that feature. No clue why - it's one of the reasons I'm still using the previous version.
vibeo gane,
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 27 2015 14:14 GMT
#92
On January 27 2015 15:36 -NegativeZero- wrote:
Show nested quote +
On January 27 2015 10:52 Antares777 wrote:
I'm having a problem with the openness:
+ Show Spoiler +
[image loading]


It isn't calculating average openness. It shows the colors and everything in the image, but there's no calculation. Has anyone else encountered this problem? This is pretty important for me to make sure that the map is balanced.

EDIT: Oh, and there's another problem. There are rocks placed that would affect the unit paths that the analyzer doesn't seem to recognize. I checked in the editor to make sure that they had "ignore placement requirements" unchecked. That isn't that big of a deal though, since I can make it unpathable for it to calculate and display the correct distances and times.

For some reason I think he removed that feature. No clue why - it's one of the reasons I'm still using the previous version.

Out of curiosity, what is the use of average openness? I always considered as a useless feature since what you look for in a map are well-placed open areas and chokes, not an average value to attain.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Antares777
Profile Joined June 2010
United States1971 Posts
January 27 2015 14:26 GMT
#93
On January 27 2015 23:14 OtherWorld wrote:
Show nested quote +
On January 27 2015 15:36 -NegativeZero- wrote:
On January 27 2015 10:52 Antares777 wrote:
I'm having a problem with the openness:
+ Show Spoiler +
[image loading]


It isn't calculating average openness. It shows the colors and everything in the image, but there's no calculation. Has anyone else encountered this problem? This is pretty important for me to make sure that the map is balanced.

EDIT: Oh, and there's another problem. There are rocks placed that would affect the unit paths that the analyzer doesn't seem to recognize. I checked in the editor to make sure that they had "ignore placement requirements" unchecked. That isn't that big of a deal though, since I can make it unpathable for it to calculate and display the correct distances and times.

For some reason I think he removed that feature. No clue why - it's one of the reasons I'm still using the previous version.

Out of curiosity, what is the use of average openness? I always considered as a useless feature since what you look for in a map are well-placed open areas and chokes, not an average value to attain.


I was interested in using it as another means of comparison between different maps, especially ones that are less standard, so that I can get an idea of how comparable my map is to others. It's not really that big of a deal though I guess. Having the analyzer show open areas and chokes is definitely more important than average openness.
TheSkunk
Profile Joined September 2010
82 Posts
Last Edited: 2015-01-27 14:36:14
January 27 2015 14:32 GMT
#94
No way to measure natural to natural rush distance, only main to main?

Edit: Nevermind, I'm just stupid. Found it.
meatpudding
Profile Joined March 2011
Australia520 Posts
January 27 2015 21:47 GMT
#95
On January 27 2015 10:52 Antares777 wrote:
I'm having a problem with the openness:
+ Show Spoiler +
[image loading]


It isn't calculating average openness. It shows the colors and everything in the image, but there's no calculation. Has anyone else encountered this problem? This is pretty important for me to make sure that the map is balanced.

EDIT: Oh, and there's another problem. There are rocks placed that would affect the unit paths that the analyzer doesn't seem to recognize. I checked in the editor to make sure that they had "ignore placement requirements" unchecked. That isn't that big of a deal though, since I can make it unpathable for it to calculate and display the correct distances and times.


On January 27 2015 15:36 -NegativeZero- wrote:
Show nested quote +
On January 27 2015 10:52 Antares777 wrote:
I'm having a problem with the openness:
+ Show Spoiler +
[image loading]


It isn't calculating average openness. It shows the colors and everything in the image, but there's no calculation. Has anyone else encountered this problem? This is pretty important for me to make sure that the map is balanced.

EDIT: Oh, and there's another problem. There are rocks placed that would affect the unit paths that the analyzer doesn't seem to recognize. I checked in the editor to make sure that they had "ignore placement requirements" unchecked. That isn't that big of a deal though, since I can make it unpathable for it to calculate and display the correct distances and times.

For some reason I think he removed that feature. No clue why - it's one of the reasons I'm still using the previous version.


Oh I didn't realise anyone was actually using average openness. It didn't seem that useful to me, but I can probably add it back in with a toggle for those of you who want to hide it.

With the destructible rocks, each rock type must be added to the file footprints.txt. I haven't filled it out for every rock that is available, in fact it's only had some minor updates since HotS came out. There is an updated file that AndG posted here: http://pastebin.com/ixUneuxc. I haven't had a close look, but it might have more up-to-date info.
Be excellent to each other.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
January 28 2015 08:35 GMT
#96
meatpudding = favorite pudding

i was thinking about you and others while watching morrow shedding a tear for the mapmaking community on "remax"

while "mainly" only gameheart bloomed, this is not the end.. never the end! and such commitment will never be forgotten by some people
"not enough rights"
TheSkunk
Profile Joined September 2010
82 Posts
Last Edited: 2015-01-29 14:02:36
January 29 2015 13:32 GMT
#97
This worked initially, but after doing a few maps it stopped detecting ramps, minerals, or bases for any map. o.0

Reinstalled and its working fine, for the time being.

Windows 8
NinjaDuckBob
Profile Joined March 2014
177 Posts
January 29 2015 16:37 GMT
#98
It works pretty good. Doesn't detect the huge rocks (the ones that are really long) so the Reaper time is skewed. Any way to fix?

Also crashes whenever I try to save the image. Any advice on this?
NinjaDuckBob ~ Fear the fuzzy!
TheSkunk
Profile Joined September 2010
82 Posts
January 29 2015 17:40 GMT
#99
On January 30 2015 01:37 NinjaDuckBob wrote:
It works pretty good. Doesn't detect the huge rocks (the ones that are really long) so the Reaper time is skewed. Any way to fix?

Also crashes whenever I try to save the image. Any advice on this?

That was happening to me as well, but I thought it was a problem on my end (was saving to different computer on the network, which I sometimes have difficulty connecting too)
NinjaDuckBob
Profile Joined March 2014
177 Posts
January 29 2015 19:18 GMT
#100
On January 30 2015 02:40 TheSkunk wrote:
Show nested quote +
On January 30 2015 01:37 NinjaDuckBob wrote:
It works pretty good. Doesn't detect the huge rocks (the ones that are really long) so the Reaper time is skewed. Any way to fix?

Also crashes whenever I try to save the image. Any advice on this?

That was happening to me as well, but I thought it was a problem on my end (was saving to different computer on the network, which I sometimes have difficulty connecting too)

Have you found a workaround or do you just screencap it?
NinjaDuckBob ~ Fear the fuzzy!
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