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#31 |
Join Date: Feb 2009
Posts: 72
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Location: Sydney
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Love this very much.
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#32 |
![]() Join Date: Nov 2009
Posts: 782
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Location: OMG becky look at her butt <3
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This software is awesome. But it could be more awesome. Maybe u can add the marker which can be added ingame by commander and sl, likewise for enemy fob's or HAT... And the possibility to drag the map and zoom would be cool. Also it would be awesome when u can add arrow markers or lines to discribe tactics. So it would more be a commander tool with a implyied mortar calculation programm.
Really, this would be awesome, when u can do this, i think many player would run this programm on a second computer or screen, like i already do. |
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#33 |
Join Date: Apr 2009
Posts: 106
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ok, so I feel retarded cause im having a hard time using this, especially when im supposed to be studying java.
I open imageJ, open a map in it, and draw a line, then what? |
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#34 |
Join Date: Jan 2010
Posts: 377
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open map and go plugins, macros, mortarcals.
THEN you start drawing lines and a new windows with mortar datas gonna open. Btw how do i get the new map running here? |
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#35 |
![]() Join Date: Nov 2009
Posts: 392
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Location: Helsinki
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Hey, i think this is still working. Any development to come?
.97 map pack minimaps are missing. I tried with Project Normandy as we might use this. Minimap is ok but how do i get heightmap and convert it to png format? Anyone tried with new maps? |
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#36 | |
Join Date: Nov 2007
Posts: 9
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Location: United States
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For example, I used this ImageMagick command to convert the Asad Khal heightmap to a .png. convert -size 1025x1025 -depth 16 -endian LSB -colorspace Gray gray:"HeightmapPrimary.raw" -flip -filter cubic -resize 1024x1024 -depth 16 -type Grayscale 1km_1asad_khal_height.png Anyway, I wonder what algorithm Battlefield 2 uses to scale the heightmap. Question for you, SkyJumpy: which image resize filter did you use to resize the heightmaps in Photoshop? I tried using all 4 options in the GIMP (None, Linear, Cubic, Sinc (Lanczos3)), but none of them produced identical results (based on an experiment with asad_khal). There are many pixels that are off by one or two, especially around slopes. Maybe this doesn't matter so much. Yet these seemingly small errors accumulate in the end. Then you need to create the minimap by converting the .dds file in mapname\clients.zip\Hud\Minimap\InGame.dds to a .jpg and copying it to the mortarcalc1.2\ImageJ\minimaps folder. To accomplish this, I used WTV and took a screenshot on a large monitor, but there must be an easier way to do it. There are other options at the following website. Legacy Texture Tools | NVIDIA Developer Zone Finally, you need to add if (gettitle == "MAPNAME") { heightscale = SCALE; } // replace MAPNAME and SCALE to the appropriate part of StartupMacros.txt in ImageJ\macros. The scale is the second number in HeightData.con after heightmap.setScale. SkyJumpy, you should copy these instructions into a README file in the mortar calculator download so that everyone will have them automatically. Please give me credit for writing them, of course. Thanks for developing this mortar calculator! Hopefully we can keep improving and keep updating it as new maps are released. | |
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Last edited by bishop_smith2; 2012-01-29 at 09:15..
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#37 |
![]() Join Date: Oct 2011
Posts: 62
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Location: Washington State
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I'm a bit confused. I opened a minimap in the ImageJ program, now I need to select a macro, correct? I'm just not sure which macro to select and how exactly to "select" it.
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#38 |
Join Date: Jan 2009
Posts: 156
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My 2 cents: Technically good work, gameplaywise a nightmare and almost cheating.
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#39 |
Retired PR Developer
![]() Join Date: Apr 2010
Posts: 5,648
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Anyone ever update this for new maps?
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#40 |
Join Date: Nov 2007
Posts: 9
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Location: United States
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I have completed a PR:Normandy heightmap. You can download it here. The installation process is explained in the included readme.txt file.
http://home.comcast.net/~bandit_ace/...ghtmaps_v2.zip -- bishop_smith2 |
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Tags |
calculator, mortar, mortarcalc, skyjumpys |
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