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About
Thanks to DimFish and everyone else who contributed to the original map analyzer project. Find the original discussion thread here.
Features
- Openness
Quantifies the choke points of the map.
- Height
Shows a grid tinted to cliff height.
- Pathing
Distance and travel time between each base, main and natural.
- Siege and Blink maps
Highlights areas that can be sieged over unpathable terrain at 13 units (8 for blink).
- Photon Overcharge
Bases show the range of nexus cannons.
- Vespene geyser impalance
As per [G] ~8% faster gas mining
Ladder Maps Season 1, 2016
+ Show Spoiler [old post] +
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your Country52797 Posts
Is there a download for mac?
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Nope and I don't have any plans to. If someone can build it on mac I can help patch it up to the latest version.
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I don't know if enough attention has been given to this, it's a really cool overhaul of the original. Not to mention the fact that it works.
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Thanks. It's early days right now, and I'll keep updating as time permits. I mainly wanted to release this early since a buggy map tool is better than no map tool. Stay tuned for some new updates in the future
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2nd release now available. Including a few fixes for new debris types etc. Added a new layer for vespene resource analysis.
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#3 small update
- playable area now displayed
- path shows the travel time for probe between bases
- map loading improved
+ Show Spoiler +
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How to use if I may ask? When I open it in Win8 pro, it crashes.
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Awesome! so sick of running probes back and forth to test distances
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If it crashes, does it not work at all? Or only on some maps?
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This is becoming more and more useful! I await a mac version! :3
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your Country52797 Posts
On June 09 2013 23:32 Semmo wrote: This is becoming more and more useful! I await a mac version! :3
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can someone throw this up on mediafire et al?
googledrive doesn't work for me.
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Thanks, got it. This is better than I expected (esp. with the ease of use), good job.
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Great tool man, how do you managed to make the path lines appear? here isn't showing up. But is really great to see this tool back again.
edit: It didn't showed the path in Klontas Mire, pressing the arrows to change the path made it crash, so just download the Klotas Mire version in galaxy editor, save and test it, maybe is a bug or something like that.
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Attempting to analyze some maps of mine with this tool, nothing happens when I drop the files into the map analyzer window, and a few seconds later the program crashes. The maps are standard melee maps, nothing unusual. Any idea what might cause this?
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On July 29 2013 07:52 And G wrote: Attempting to analyze some maps of mine with this tool, nothing happens when I drop the files into the map analyzer window, and a few seconds later the program crashes. The maps are standard melee maps, nothing unusual. Any idea what might cause this? I've noticed this happens when I try to load very old WoL maps - the map file format has probably changed a little bit since then. Other than that I haven't had any problems.
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Ah yes, those are WoL maps. There's no working WoL map analyzer though, right? So what do I do?
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Well I can't do that without HotS since I can't select HotS dependencies. Or am I missing something here?
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Looks like you are stuck for now. Trying to patch stuff up for another release and maybe load both WoL and HotS maps.
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Just made a new version. sc2mapanalyser_a5.zip
This version might be less stable that the previous one.
I've changed the entire rendering system from what it was before. Before I was using DirectX libraries but now I am back to using OpenGL with Freetype, libng and zlib. What that means is that making a port to any operating system should be easy now. A consequence of that is that major parts have been rewritten and maybe new bugs will start showing up.
One feature that I am excited to add is the "Siege Map." This layer will highlight all squares that can be hit from 13 range over unpathable terrain. This should finally answer the question of whether my minerals can be sieged from the third. Another use for this is for generating blink maps at 8 range, which shows where blink stalkers are likely to be a threat.
I found these results really interesting so let me know what you think.
+ Show Spoiler [Siege & Blink Maps] +
Some different attempts at getting blink map right: http://imgur.com/a/Mkbu2
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Really cool work. Haven't had a chance to use it myself yet but I will have to soon enough!
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Any chance you might add WoL compatibility? Also, since you already have siege and base layers, how about adding an overcharge layer for nexus range?
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On August 05 2013 15:26 eTcetRa wrote: Really cool work. Haven't had a chance to use it myself yet but I will have to soon enough!
Cool, looking forward to it.
On August 06 2013 11:52 And G wrote: Any chance you might add WoL compatibility? Also, since you already have siege and base layers, how about adding an overcharge layer for nexus range?
Yes there is a chance I will do both of those things. Liberty Mod maps are working for me at the moment, maybe the recent editor patch did something? Anyway if you could send the map that breaks I can take a look it should be an easy fix.
With the nexus range, the problem I am having is that I can't find the perfect base location for every mineral layout. Once I figure that algorithm out then i can add in analysis for mineral patches and geysers, as well as Overcharge range. (The "base location" at the moment is the average of the resource positions, which is close but not quite the actual base location)
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Actually, I just figured out what the problem with my WoL maps is: the analyser crashes whenever the map has a custom preview image set. However, now that I can load my maps I noticed that the diagonal debris isn't recognized as a destructible blocker. Normal debris/rocks and diagonal rocks work fine, it's just the diagonal debris.
I've been able to replicate both issues on different maps. If you can't, I'll send you a map with both issues.
For the base algorithm, couldn't you just take all valid nexus locations with a distance <8 to the calculated average of the resource positions, then for each of those calculate the total distance to all mineral patches / geyers, and return the nexus location with the minimum total distance? This might lead to issues on weird maps like Koprulu, but for standard mineral layouts it should work perfectly.
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Cool glad you sorted it out. Soon I will add error reporting which will help with that kind of thing.
With the debris, I am aware there are lots of missing things. Some debris was always missing and all new HotS elements aren't added. Check footprints.txt because that is where it is all defined. You can try to add it in yourself. The error reporting will be able to show the names of missing items at least. I'm not sure how DimFish gathered the original footprints, seems like it was a mainly manual process. Unfortunately there are some missing items.
This the code I was using to calc the nexus. If you check Semmo's thread you can see that it's pretty lucky if it works at all. + Show Spoiler + // find best loc float minD = 0.f; for (list<point>::iterator i = locs.begin(); i != locs.end(); ++i) { float D = 0.f; const list<Resource*>& baseResources = base->resources; for (list<Resource*>::const_iterator j = baseResources.begin(); j != baseResources.end(); ++j) { //if ((*j)->type == MINERALS) { int dx = (*j)->loc.mtx - (*i).mtx - 2; int dy = (*j)->loc.mty - (*i).mty - 2; float d = sqrt((float)(dx * dx + dy * dy)); D += d; } } if (minD == 0.f || D < minD) { minD = D; base->loc_custom = *i; } }
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Cool, I didn't realise the footprints were externalised. Your code looks like the algorithm I suggested, however judging from the map positions it seems there's no validation whether a base can actually exist at that location. Without seeing the rest of the code I can't say what would be the best way to do this, but maybe you can place a base footprint at that location and check whether it overlaps with any nobuildmain footprints? Otherwise, since base footprints are squares and resource footprints are essentially two overlapping rectangles, you could do something like this:
+ Show Spoiler +// find best loc float minD = 0.f; for (list<point>::iterator i = locs.begin(); i != locs.end(); ++i) { float D = 0.f; const list<Resource*>& baseResources = base->resources; for (list<Resource*>::const_iterator j = baseResources.begin(); j != baseResources.end(); ++j) { if((*j)->type == MINERALS) float dx = abs((*j)->loc.mtx - 0.5 - (*i).mtx); else float dx = abs((*j)->loc.mtx - (*i).mtx); float dy = abs((*j)->loc.mty - (*i).mty); // check for footprint overlap if(((*j)->type == MINERALS && (dx >= 6.5 || dy >= 6.0 || (dx >= 5.5 && dy >= 5.0))) || ((*j)->type == GAS && (dx >= 7.0 || dy >= 7.0 || (dx >= 6.0 && dy >= 6.0)))) { D += sqrt(dx * dx + dy * dy) - 3.0; // add distance minus base and minerals sizes if((*j)->type == GAS) D -= 1.0; // subtract difference of gas/minerals sizes } else { D += 1000.0; // ugly but will work } } if (minD == 0.f || D < minD) { minD = D; base->loc_custom = *i; } }
I changed dx to be calculated from half a grid field to the left for minerals as that seems to be the centre of the footprint. Also I removed the -2 in the x/y distance calculation which I assume was supposed to account for the size of bases, but a) the actual in-game collision box for bases is a circle and not a rectangle, and b) since you didn't calculate the modulus it effectively moved your results 2 grid fields to the bottom and right, so it didn't work anyway. There's also no point in subtracting a fixed value from distance results if all you're going to do is finding the minimum of the sums of those distances, but since you may want to expand the code in the future I subtracted the base/minerals/gas sizes where it makes the most sense. The code now assumes minerals have a circular 1x1 collision box that's in the middle of the 2x1 footprint, but I think that's a reasonable approximation.
You should probably double-check the footprints values, but if coordinates are implemented the way I think they are they should be correct. Obviously I can't compile, so it may or may not work as intended. :-)
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Well it sure looks like the base locations are correct now.
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Nice feature, really nice feature indeed. Keep it up with the work. Since you said that it should be easy to port I will try to compile it in my linux station and see what happens.
edit: just to ask, the Akilon map that you're using, isn't the Akilon wastes one right? it doesn't looks like the Ladder Akilon Wastes.
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your Country52797 Posts
On August 12 2013 23:44 Sinistro wrote: Nice feature, really nice feature indeed. Keep it up with the work. Since you said that it should be easy to port I will try to compile it in my linux station and see what happens.
edit: just to ask, the Akilon map that you're using, isn't the Akilon wastes one right? it doesn't looks like the Ladder Akilon Wastes. Looks like star station
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Yep 
Fixed the images in the OP and added the correct link for version6. Added the photon overcharge images too.
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For the next version, could you change the colours used to display height? It's hard to see the difference between mid and low ground with openness activated.
Speaking of openness, how is average openness calculated? It looks like it's just the average distance to the nearest non-pathable square for every pathable square on the map, is that correct?
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I'm glad this tool got revived.
I found the source code for Dimfish's old version here on github. Is the source for your updated software available somewhere? I maintain the sc2reader library and am interested in exposing an API for map information. It seems that your software would be a good reference for map file formats and interpretation.
Thanks.
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On August 13 2013 02:15 ShadesofGraylin wrote:I'm glad this tool got revived. I found the source code for Dimfish's old version here on github. Is the source for your updated software available somewhere? I maintain the sc2reader library and am interested in exposing an API for map information. It seems that your software would be a good reference for map file formats and interpretation. Thanks.
Great idea.
Dimfish's version no longer works for the current map format. Though there are only 2 small changes that have to go through for it to work with the current format. I can pm you if you get the source compiling.
Most of my code is in writing the user interface and display code. A map API is perfect for that kind of stuff.
So far nothing has been committed. It will be when it's ready. Most people are using it without a hitch, so the release went better than expected. 
Oh and if you happen to be able to compile the old version on a mac that would be a huge time saver.
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Yeah it works fine, the only thing I've noticed is that it crashes if you minimize it (in windows 7). But since I generally just have it open for a second to analyze my latest and then close it, that isn't an issue at all.
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On August 13 2013 08:40 Fatam wrote: Yeah it works fine, the only thing I've noticed is that it crashes if you minimize it (in windows 7). But since I generally just have it open for a second to analyze my latest and then close it, that isn't an issue at all.
Thanks for the report. Helps me a lot to hear if it works or not for you. I just checked and that issue should have been fixed by v5 when I switched to OpenGL.
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Whats the folder location of my sc2 maps on Windows 8?
Anyone know?
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On August 14 2013 06:27 QUECOSA wrote: Whats the folder location of my sc2 maps on Windows 8?
Go into the Starcraft II Map Editor. In the Battle.net tab, log in and open the map you want. Save the sc2map file anywhere.
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On August 14 2013 08:52 meatpudding wrote:Show nested quote +On August 14 2013 06:27 QUECOSA wrote: Whats the folder location of my sc2 maps on Windows 8?
Go into the Starcraft II Map Editor. In the Battle.net tab, log in and open the map you want. Save the sc2map file anywhere.
Thanks alot!!!! I really wanna try this app XD
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Another request: Could you make the travel distances a bit more sophisticated? Like, maybe I want to calculate the main2nat distance, or main2choke, or to another base altogether if the nat is actually further away than the main (e.g. because it's an in-base natural).
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Hey guys. I have the first new version for mac. Currently some features are not available.
SC2MA_OSX.zip
What is working - Openness - Watchtower - Base names - Siege area
What is not working - Resources - Object footprints - Paths
Right now it is important to develop stability across platforms. When that's all working regular feature development should continue.
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AAAHHHHHH, WORKING MAC VERSION! Meatpudding you are a scholar and a gentleman. :D
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your Country52797 Posts
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Added updates to the OP with new ladder maps for season 5. There are new downloads for windows and mac. There is still some tweaking between platforms but right now using 95% unified code. Anyway, the mac version should be fully featured now. Just drag-and-drop map files onto the window. If you encounter any bugs please post them here.
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On August 31 2013 19:46 meatpudding wrote: Added updates to the OP with new ladder maps for season 5. There are new downloads for windows and mac. There is still some tweaking between platforms but right now using 95% unified code. Anyway, the mac version should be fully featured now. Just drag-and-drop map files onto the window. If you encounter any bugs please post them here. AAAHHHHH x2. Never stop, meatpudding. Compared to trying to hack together a working Mac analyzer that never really worked quite right, drag and drop is a dream.
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Map Analyser update 8
Download links are in the OP.
New features
- Images are now drawn using the values stored in colors.txt
- Base locations are accurate using the fix from mischanix's branch
- Added full source code to GitHub
Known issues
- Warped images on some PC's
- Custom screens or non-standard melee maps may cause crash
- Not all LoS-blockers and destructible rock types are accounted for
- Pathing is not 100% accurate, especially cliff-walking
Thanks for trying. If you have any problems or questions please let me know.
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You're awesome, meatpudding, keep it up :D
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Thanks for the source; starred and watched! The old project code was very helpful when adding map support to sc2reader. Hopefully I'll be able to incorporate some of your changes as well and bring my own contributions in the future.
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Map Analyser version 9
Download links are in the OP, I have only done Windows build for now, new Mac version coming later.
- Hopefully fix any warped images, by changing image library from pngwriter to DevIL - Added the footprints for some of the large rocks that were missing - Display for destructible debris areas - Most colours can be changed via color.txt - Pathing has been reworked and you can now define pathing end points between bases
If anybody is still having issues when they try this please report back here.
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it just chrashs after i load a map
ok it works with drag and drop
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I suffer the same issue that Meerel has, i'm using Win 7 sp1 x64 if that helps of anything, also you remember what happened to these analyzer images in my thread where the minerals didn't show up? well i'm getting the same thing, at first i thought it may be the map's size, so i tested with a wide variety of maps, but that doesn't seem to be the problem, but as it happens the issue seems to be more common with maps around ~138^2. It is no biggie to me tbh, it is an excellent tool still :D
As for the warped/clipped images...
+ Show Spoiler +![[image loading]](http://i.imgur.com/JgoEU87.png) ![[image loading]](http://i.imgur.com/6F0YXmF.png) It is fixed!
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Thanks for the feedback.
Updated version a10 in the OP.
'Open map' button has been fixed. There was a problem after changing directories with the open dialog and it couldn't find the font files needed.
Missing minerals and rocks etc. are due to missing entries in footprints.txt. I added a bunch of rock types last release. The missing minerals were just lab mineral types and I have added them too. Pretty much just going through one by one as I find missing info. You can edit these files yourself if you need to, same with colors.txt. The reload button is there for testing color schemes without having to reload the map.
Also there is a log, but at the moment it spits out too many messages when applying footprints. It tries to apply each doodad as all types, eg resource, nobuildmain, destructible etc. But minerals are only resource and nobuildmain types so there's a no footprint found message when it tries to apply mineral as a destructible. Not perfect, but helpful for finding the names of missing objects.
I changed a bit of the rendering code so if there are any more bugs please let me know by pm or post them here.
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Heya there meatpudding. With Mac OS X 10.9 (Mavericks), it seems the Mac version of this app doesn't work. Here's the relevant bit in the crash log:
Crashed Thread: 0
Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000002, 0x0000000000000000
Application Specific Information: dyld: launch, loading dependent libraries
Dyld Error Message: Library not loaded: /usr/local/lib/libftgl.2.dylib Referenced from: /Users/USER/Downloads/*/SC2MA.app/Contents/MacOS/SC2MA Reason: image not found
The app isn't able to find libftgl.2.dylib; might have something to do with Apple doing a lot of architectural changes in the OS.
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Thanks for that report. FTGL is something that I'm using to draw the text. I'm still on 10.6 snow leopard so could be that.
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I haven't checked in at TL in a while, and look at this nice surprise!
Nice work, meatpudding, I'm glad the analyzer lives on!
A couple of things that might help: first, Blizzard occasionally changes the internal map format in any given patch, and I just had to reverse engineer it, so it will probably be hard to keep support for all previous patches unless you keep versions of the map editor around so you can look at a map's raw file, change it a bit and observe the differences and so on. Big shout out to the folks at Sc2mapster who started doing this kind of thing to try and make an alternate editor, I used what they knew to get started. Maybe they've kept up with the map format?
Anywho, I was never able to locate/decode the map editor's repository of doodad footprints, so that was actually a community effort. A lot of TL folks helped build the file, but I'm sure you can do it auto-magically. The trick is really decrypting Blizzard's data files. I always relied on StormLib and I'm not sure that can crack open everything.
And lastly, if you run out of features to work on (HA!) you can always grab stuff from my wishlist which grew much faster than I could work on the analyzer: http://www.sc2mapster.com/assets/sc2-map-analyzer/tickets/
Carry on!
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On November 17 2013 09:10 meatpudding wrote: Thanks for that report. FTGL is something that I'm using to draw the text. I'm still on 10.6 snow leopard so could be that. Yeah, from what I can recall Snow Leopard is a 32-bit/64-bit hybrid OS, whereas Mavericks is straight-up 64-bit architecture.Wouldn't be surprised if it was an architectural change that causes the app to break, like I mentioned before.
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The download link for windows in the OP leads to version a3, while a few posts ago version a10 is mentioned? Is there a way of downloading a more recent version?
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I've lost all my data and I don't have access to a window's pc right now. But if someone has a newer version you can send it to me and I'll put it back up. Hoping to give you an update soon.
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Ok, thank you for your answer! Hopefully someone will send you a newer version, because it looks like a really useful tool.
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I have A7 but I think I saw people post images with later versions. If no-one else uploads, I'll upload A7.
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Thanks a lot to both of you !
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Hey guys, in the A3 release it have the "resource" option, that measures the balance in the gas geysers. That feature was dropped a few releases later, it was generating wrong data? or was not that trustworthy?
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On April 03 2014 06:57 Sinistro wrote: Hey guys, in the A3 release it have the "resource" option, that measures the balance in the gas geysers. That feature was dropped a few releases later, it was generating wrong data? or was not that trustworthy?
The resource option was based on data from this thread. However I have never been able to confirm whether the information is correct. I might consider putting it back in the next release.
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I'm pretty sure it was incorrectly calculated since even on perfectly symmetrical maps it often highlighted geysers on only one side.
I'd like to see the following changes eventually, if they're possible:
- Change openness blending from RGB to HSV.
- Add more openness colour levels (there's a value in constants.txt but I think that whole file is ignored).
- Re-implement influence.
- Remove "average openness"; it's a meaningless, misunderstood and misleading value.
- For the height layer, maybe use different masks for each layer, e.g. something like this.
Keep up the good work!
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On April 03 2014 08:52 meatpudding wrote:Show nested quote ++ Show Spoiler +On April 03 2014 06:57 Sinistro wrote: Hey guys, in the A3 release it have the "resource" option, that measures the balance in the gas geysers. That feature was dropped a few releases later, it was generating wrong data? or was not that trustworthy? The resource option was based on data from this thread. However I have never been able to confirm whether the information is correct. I might consider putting it back in the next release.
I tried to check it myself for the new maps - waypoint - and the values were only misplaced, the geyser with more income was set as 100% while the other one with less income was set as 106%. I did some checking with 3 min mining only in 1 geyser per time and it seems reasonable. Hope to see the feature comeback later then.
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On June 08 2013 02:03 synd wrote: How to use if I may ask? When I open it in Win8 pro, it crashes.
Same problem here. I just extract the 5 files to a folder and double click the application and it opens and immediately crashes.
Problem signature: Problem Event Name: APPCRASH Application Name: sc2mapanalyser.exe Application Version: 0.0.0.0 Application Timestamp: 51b1db68 Fault Module Name: sc2mapanalyser.exe Fault Module Version: 0.0.0.0 Fault Module Timestamp: 51b1db68 Exception Code: c0000005 Exception Offset: 0001aadb OS Version: 6.2.9200.2.0.0.256.48 Locale ID: 4105 Additional Information 1: 55bd Additional Information 2: 55bdb125e5f5eebba32ff4470f6d6db1 Additional Information 3: 18ae Additional Information 4: 18aefe92cc25ae460faf97eabf08660d
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I believe there is a bug that leads to main bases never being considered valid naturals for other mains, and if the analyser finds no valid natural for a main base, that main base is ignored for pathing calculations.
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Are there any other good map analysers?
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On April 17 2014 15:28 xxjcdentonxx wrote: Are there any other good map analysers? Don't think so.
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On April 17 2014 16:35 -NegativeZero- wrote:Show nested quote +On April 17 2014 15:28 xxjcdentonxx wrote: Are there any other good map analysers? Don't think so.
Damn...
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So I finally found the time to update it.
Download links: sc2mapanalyser
Updates: + Added vespene geyser balance. Apparantly some geyser positions farm slower than others. I haven't checked the results, but am just using the same values from the thread. + Added influence map. This was available from Dimfish's original version, I have added in a toggle to turn it back on. + HSV colour blending as requested. + Fixed air pathing.
So this should have everything that the previous analysers had, and should also be available to run on wondows and mac platforms. Unfortunately drag-and-drop does not work on mac. I have had some problems using SDL, it seemed like a good idea at the time. Right now there are less dependencies, but I think there are some more problems. Like for example this bug which stopped me from saving the image in the windows version for a while https://bugzilla.libsdl.org/show_bug.cgi?id=2705).
Anyway, if you find any problems with it, or have trouble to get it to run, just post in this thread. By the way, I have only tested it on older maps because I don't have the editor available at the moment.
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Did you make it functional on windows 8? :D
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your Country52797 Posts
It finally works for me! :O
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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.
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When I get back to my own laptop tonight I can test it.
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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 +
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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 +
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.
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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 ♥
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I can finally use map analyzer on my laptop! Windows 8.1, all features confirmed, thank youuu
new map thread inc
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I'm having a problem with the openness: + Show Spoiler +
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.
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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!
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On January 27 2015 10:52 Antares777 wrote:I'm having a problem with the openness: + Show Spoiler +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.
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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 +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.
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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 +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.
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No way to measure natural to natural rush distance, only main to main?
Edit: Nevermind, I'm just stupid. Found it.
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On January 27 2015 10:52 Antares777 wrote:I'm having a problem with the openness: + Show Spoiler +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 +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.
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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
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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
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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?
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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)
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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?
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I just re-installed and it's been working again.
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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?
Yeah that crash is a known issue on Windows only, it exists in SDL, the graphics library I am using (https://bugzilla.libsdl.org/show_bug.cgi?id=2705). It only happens when your map is bigger than your window, which I know is sometimes unavoidable. For me to fix it... either wait for the 2.0.4 releas of LibSdl, use the unstable snapshot, or drop SDL altogether.
The rocks aren't showing up because they aren't in footprints.txt. You can try adding them yourself if you can guess the name of them. At the moment I don't have a working copy of the editor but maybe when I do I can go through and audit all the destructibles for HotS.
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On January 30 2015 06:56 meatpudding 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? Yeah that crash is a known issue on Windows only, it exists in SDL, the graphics library I am using ( https://bugzilla.libsdl.org/show_bug.cgi?id=2705). It only happens when your map is bigger than your window, which I know is sometimes unavoidable. For me to fix it... either wait for the 2.0.4 releas of LibSdl, use the unstable snapshot, or drop SDL altogether. The rocks aren't showing up because they aren't in footprints.txt. You can try adding them yourself if you can guess the name of them. At the moment I don't have a working copy of the editor but maybe when I do I can go through and audit all the destructibles for HotS. Okay, well I got a screenshot which works just fine :-)
Alright. Well the Reaper distance isn't the most important for the current purpose for me, mostly main to main.
I would suggest if you plan on updating it to include main ramp to main ramp and natural ramp to natural ramp. Would be extremely helpful for the necessary info to include for analysis, contests, etc.
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On January 30 2015 08:52 NinjaDuckBob wrote:Show nested quote +On January 30 2015 06:56 meatpudding wrote: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? Yeah that crash is a known issue on Windows only, it exists in SDL, the graphics library I am using ( https://bugzilla.libsdl.org/show_bug.cgi?id=2705). It only happens when your map is bigger than your window, which I know is sometimes unavoidable. For me to fix it... either wait for the 2.0.4 releas of LibSdl, use the unstable snapshot, or drop SDL altogether. The rocks aren't showing up because they aren't in footprints.txt. You can try adding them yourself if you can guess the name of them. At the moment I don't have a working copy of the editor but maybe when I do I can go through and audit all the destructibles for HotS. Okay, well I got a screenshot which works just fine :-) Alright. Well the Reaper distance isn't the most important for the current purpose for me, mostly main to main. I would suggest if you plan on updating it to include main ramp to main ramp and natural ramp to natural ramp. Would be extremely helpful for the necessary info to include for analysis, contests, etc.
That should be easy to do I think 
Edit: Pretty sure that you are able to take measurements in the editor now as well.
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Anyone who thinks the "average openness" value is in any way relevant either doesn't know map design or doesn't know what "average" means. I have been manually removing average openness from generated analyser pictures for at least a year, and now that it's been removed from the analyser altogether you guys want to have it back? Seriously...
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Sry for Bump, but any chance this can get fixed? It was never great to begin with it had a lot of bugs (oc its still very very useful). But with the new 3.0.0 patch its almost just unusable, ramps no longer show, distances are all screwed up, LotV minerals dont show... (both pc & Mc versions) Any chance someone can get this working for LotV or sooner?
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ok, I'll take a look. Anybody have any new maps that I can look at? I don't have the map editor installed atm.
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The build has been updated.
sc2mapanalyser.appspot.com
I've linked to the latest version of StormLib and hopefully that clears up some issues. There some more bugs that should be cleared up over the next few days, as long as time permits. Unfortunately I haven't fixed everything that I wanted to so far. If you're having any problems with your map, make sure you post about it here or pm me.
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Thanks for keeping this project updated, meatpudding! Will you push the latest code to the repo?
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The analyzer still doesn't show cliffs, proper bases, and thus rush distances. :/ Still pretty useless.
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On December 04 2015 02:46 Avexyli wrote: The analyzer still doesn't show cliffs, proper bases, and thus rush distances. :/ Still pretty useless. I'm moreso interested in using the map reader for my own application. The existing solutions (sc2reader, mpyq, etc) don't seem to work with the latest map file format.
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Mapmakers are keeping Starcraft Alive.
Analyser Hotfix for Windows
There are still many problems that I cannot get around to fixing. Latest code on repo.
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Sorry it took so long.... but now we have an updated LotV Mac version!
There have been a lot of changes, some bugs are fixed, some bugs are new. I wanted to put it out there bugs and all because most of it works and I wanted everyone to at least have access to the openness map.
I have put more work into identifying missing footprints. There is a more readable error message when a missing footprint is detected, which happens a lot. This is the cause of missing items like mineral patches, destructible debris, etc. These can be edited into footprints.txt at any time and should be easier if you know the name of the object. Hopefully in a future version it will be even easier to manage footprints.
I have added an interactive colour gradient editor. It's a little flimsy in this release, but it allows you to play around with openness and influence colours. Eventually every colour will be editable.
Pathing is broken, but this can be checked in the galaxy editor.
There is no "Average Openness" value. In the future this will be a toggle.
That's all I can think of for now. Happy Mapping!
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Thanks a lot meatpudding, now with Blizz not doing much fiddling of the engine in the foreseeable future (eternity) there should be no worry when it comes to features of the analyzer breaking anymore.
Anyhow, thanks again mate
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On February 11 2016 14:20 meatpudding wrote:Sorry it took so long.... but now we have an updated LotV Mac version! There have been a lot of changes, some bugs are fixed, some bugs are new. I wanted to put it out there bugs and all because most of it works and I wanted everyone to at least have access to the openness map. I have put more work into identifying missing footprints. There is a more readable error message when a missing footprint is detected, which happens a lot. This is the cause of missing items like mineral patches, destructible debris, etc. These can be edited into footprints.txt at any time and should be easier if you know the name of the object. Hopefully in a future version it will be even easier to manage footprints. I have added an interactive colour gradient editor. It's a little flimsy in this release, but it allows you to play around with openness and influence colours. Eventually every colour will be editable. Pathing is broken, but this can be checked in the galaxy editor. There is no "Average Openness" value. In the future this will be a toggle. That's all I can think of for now. Happy Mapping! Thanks, it's very powerful, but i can find how to genarate the travel time between bases, is this not available now?
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meatpudding, nice work! I'm so happy to see someone picked up the torch!
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On April 11 2016 06:00 dimfish wrote: meatpudding, nice work! I'm so happy to see someone picked up the torch!
 
On March 30 2016 14:01 YSMS wrote:Show nested quote +On February 11 2016 14:20 meatpudding wrote:Sorry it took so long.... but now we have an updated LotV Mac version! There have been a lot of changes, some bugs are fixed, some bugs are new. I wanted to put it out there bugs and all because most of it works and I wanted everyone to at least have access to the openness map. I have put more work into identifying missing footprints. There is a more readable error message when a missing footprint is detected, which happens a lot. This is the cause of missing items like mineral patches, destructible debris, etc. These can be edited into footprints.txt at any time and should be easier if you know the name of the object. Hopefully in a future version it will be even easier to manage footprints. I have added an interactive colour gradient editor. It's a little flimsy in this release, but it allows you to play around with openness and influence colours. Eventually every colour will be editable. Pathing is broken, but this can be checked in the galaxy editor. There is no "Average Openness" value. In the future this will be a toggle. That's all I can think of for now. Happy Mapping! Thanks, it's very powerful, but i can find how to genarate the travel time between bases, is this not available now?
I think it's not working like it should.
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