SpringFiles latest updates http://dev.jobjol.nl files updates from SpringFiles by NTG 2010.04.18 - 14:52:55 <![CDATA[HPIEdit for Windows 1.3 Beta ]]> http://spring.jobjol.nl/show_file.php?id=2598 category: Tools
description:
Not made by me , but this is an usefull tool if you want to make .sdz or .sd7 files .]]>
2010.04.05 - 16:18:29 <![CDATA[MapConv 2.4 with GUI]]> http://spring.jobjol.nl/show_file.php?id=2585 category: Tools
description:
This is version 2.3 of Beheriths mapconv: Mapconv advanced version by Beherith. --2.4 minor bugfixes --Version 2.3: Added support for parsing lua files made by the feature placer (available by launching GUNDAM RTS 1.21 in sandbox mode) Example line format: { name = \'ad0_baobab_2\', x = 2184, z = 1976, rot = \"0\" }, Each feature will be placed at the coordinates specified and with the rotation specified. The command line parameter for this option is: -k featureplacement.lua Also included Das Bruce\'s wonderful GUI for mapconv, so you no longer have to mess with batch files, and it should make compiling easier for newbies as well. Packaged the Start position placer tool as well, its really simple to use, and i can only recommend it to anyone wanting to place more than two start positions :) --Version 2.21: three new options added: -z \"string\" Optional parameter. Defines the texture compression method to be used by nvdxt. MUST contain -file at the END! -r [number 0 to 255] randomly rotate the first \"number\" features in featurelist (fs.txt by default). Since first feature in fs.txt is number 255 red on feature bitmap. IMPORTANT: ADDED FEATURES TO FS.TXT You can specify a number between -32768 to 32767 to specify the rotation amount of that feature. Multiple definitions allowed. 16384 is 90 deg counterclockwise rotatio, 8192 is 45 deg counterclockwise, -16384 is 90 deg clockwise. Exception: -1 will force random rotate. Example fs.txt: btreeclo-3 btreeclo-3 0 btreeclo-3 8000 btreeclo-3 16000 btreeclo-3 24000 btreeclo-3 32000 btreeclo-3 -8000 btreeclo-3 -16000 btreeclo-3 -24000 btreeclo-3 -32000 btreeclo-3 Examples: -z \"nvdxt.exe -dxt1a -nmips 5 -fadeamount 0 -Sinc -sharpenMethod SharpenSoft -file\" -z \"nvdxt.exe -dxt1a -nmips 5 -file\" MapConv -i -c 0 -x 250 -n 25 -o Zion_v1.smf -t t.bmp -a h.raw -m m.bmp -f f.bmp -z \"nvdxt.exe -dxt1a -nmips 5 -file\" -q -z \"string\" Optional, -q Enables CUDA for geforce 8 and higher gpus. Massive speed increase, less compression options. Example: -q -z \"-fast -bc1\" mapconv -c 0 -x 1200 -n -245 -o Grts_HarborA_01.smf -f f.bmp -t t.bmp -m metal.bmp -a HEIGHT.raw -q -z \"-fast -bc1\" mapconv -c 0 -x 1200 -n -245 -o Grts_HarborA_01.smf -f f.bmp -t t.bmp -m metal.bmp -a HEIGHT.raw -q Examples: Fastest compile, lowest quality: MapConv -i -c 0 -x 250 -n 25 -o Zion_v1.smf -t t.bmp -a h.raw -m m.bmp -f f.bmp -z \"nvdxt.exe -dxt1a -nmips 4 -quick -file\" Medium speed, good quality: (CUDA version, requires nvidia 8 or higher series gfx card) MapConv -i -c 0 -x 250 -n 25 -o Zion_v1.smf -t t.bmp -a h.raw -m m.bmp -f f.bmp -q Slow, great quality: MapConv -i -c 0 -x 250 -n 25 -o Zion_v1.smf -t t.bmp -a h.raw -m m.bmp -f f.bmp Slower, best possible quality: MapConv -i -c 0 -x 250 -n 25 -o Zion_v1.smf -t t.bmp -a h.raw -m m.bmp -f f.bmp -z \"nvdxt.exe -dxt1a -nmips 4 -Sinc -quality_highest -file\" MAY NOT SUPPORT LARGE MAPS OF 32*32 SIZE!! If you need help, im reachable at mysterme at gmail dot com Or check out the forum thread, visible at: http://springrts.com/phpbb/viewtopic.php?f=56&t=21458&start=0 ]]>
2010.03.22 - 20:01:51 <![CDATA[UpSpring Texture Pack v2]]> http://spring.jobjol.nl/show_file.php?id=2563 category: Tools
description:
Features: - Fixed Cavedog texture pack (compared to the one released with UpSpring 1.54 EA) - Guardians of Kadesh textures - Talon Textures - The Lost Legacy texures - Common Textures for both Talon & The Lost Legacy (seems that these two mods share a lot of textures) - Rhyoss textures - Argon textures - Rumad Textures (some of the textures where found in Talon & TLL texture packs, others who have the same name are different from those found in other texture packs) - Some more textures, aka expansion 2 (Exp2) Many of the texures featured in those mods where projectile textures or transparent textures for special effects hacked into the original TotalA.exe . Those files where removed as units that used them arent compatible with Spring. It may seem that this texture pack has fewer textures in Cavedog pack than they where by default instalation of UpSpring. And thats true because many of the textures are subsequent frames of animated textures which are not supported by Spring at the time. By removing those you have more room for textures that actually matter. In order to use this texture pack safely do following: 1. Create a folder for backing up your UpSpring current texture packs 2. Move all .zip archives and .gcf files into that folder 3. Move texgroups.cfg and archives.cfg into that folder 4. Extract this archive into UpSpring folder 5. Run UpSpring and from Settings menu choose "Texture archives" 6. Browse and add all archives you want to use from this texture pack (Cavedog_Textures are highly recomended) 7. From Settings menu choose "Texture groups" 8. Click "Load group from file" and choose the .gcf file for the Texture archives youre using (Cavedog_Textures consist of multiple groups) 9. DONE In order to use any of the textures in your mod make, sure that its located in /UnitTextures/TAtex/ folder. if you use Side/Race logos make sure that they are listed in teamtex.txt in the same folder. I dont claim authorship over any texture included in this pack. Feel free to use them for anything you want.]]>
2010.01.01 - 14:30:46 <![CDATA[Beheriths mapconv 2.2]]> http://spring.jobjol.nl/show_file.php?id=2441 category: Tools
description:
Mapconv advanced no scanlines version by Beherith. Also CUDA support added.. tree new options added: -z "string" Optional parameter. Defines the texture compression method to be used by nvdxt. MUST contain -file at the END! -r [number 0 to 255] randomly rotate the first "number" features in featurelist (fs.txt by default). Since first feature in fs.txt is number 255 red on feature bitmap. IMPORTANT: ADDED FEATURES TO FS.TXT You can specify a number between -32768 to 32767 to specify the rotation amount of that feature. Multiple definitions allowed. 16384 is 90 deg counterclockwise rotatio, 8192 is 45 deg counterclockwise, -16384 is 90 deg clockwise. Example fs.txt: btreeclo-3 btreeclo-3 0 btreeclo-3 8000 btreeclo-3 16000 btreeclo-3 24000 btreeclo-3 32000 btreeclo-3 -8000 btreeclo-3 -16000 btreeclo-3 -24000 btreeclo-3 -32000 btreeclo-3 Examples: -z "nvdxt.exe -dxt1a -nmips 5 -fadeamount 0 -Sinc -sharpenMethod SharpenSoft -file" -z "nvdxt.exe -dxt1a -nmips 5 -file" MapConv -i -c 0 -x 250 -n 25 -o Zion_v1.smf -t t.bmp -a h.raw -m m.bmp -f f.bmp -z "nvdxt.exe -dxt1a -nmips 5 -file" -q -z "string" Optional, -q Enables CUDA for geforce 8 and higher gpus. Massive speed increase, less compression options. Example: -q -z "-fast -bc1" mapconv -c 0 -x 1200 -n -245 -o Grts_HarborA_01.smf -f f.bmp -t t.bmp -m metal.bmp -a HEIGHT.raw -q -z "-fast -bc1" mapconv -c 0 -x 1200 -n -245 -o Grts_HarborA_01.smf -f f.bmp -t t.bmp -m metal.bmp -a HEIGHT.raw -q Examples: Fastest compile, lowest quality: MapConv -i -c 0 -x 250 -n 25 -o Zion_v1.smf -t t.bmp -a h.raw -m m.bmp -f f.bmp -z "nvdxt.exe -dxt1a -nmips 4 -quick -file" Medium speed, good quality: (CUDA version, requires nvidia 8 or higher series gfx card) MapConv -i -c 0 -x 250 -n 25 -o Zion_v1.smf -t t.bmp -a h.raw -m m.bmp -f f.bmp -q Slow, great quality: MapConv -i -c 0 -x 250 -n 25 -o Zion_v1.smf -t t.bmp -a h.raw -m m.bmp -f f.bmp Slower, best possible quality: MapConv -i -c 0 -x 250 -n 25 -o Zion_v1.smf -t t.bmp -a h.raw -m m.bmp -f f.bmp -z "nvdxt.exe -dxt1a -nmips 4 -Sinc -quality_highest -file" MAY NOT SUPPORT LARGE MAPS OF 32*32 SIZE!! If you need help, im reachable at mysterme at gmail dot com -----------------------------------compression options for cuda (-q and optional -z)----------------------------------------------- NVIDIA Texture Tools - Copyright NVIDIA Corporation 2007 usage: nvcompress [options] infile [outfile] Input options: -color The input image is a color map (default). -normal The input image is a normal map. -tonormal Convert input to normal map. -clamp Clamp wrapping mode (default). -repeat Repeat wrapping mode. -nomips Disable mipmap generation. Compression options: -fast Fast compression. -nocuda Do not use cuda compressor. -rgb RGBA format -bc1 BC1 format (DXT1) -bc1n BC1 normal map format (DXT1nm) -bc1a BC1 format with binary alpha (DXT1a) -bc2 BC2 format (DXT3) -bc3 BC3 format (DXT5) -bc3n BC3 normal map format (DXT5nm) -bc4 BC4 format (ATI1) -bc5 BC5 format (3Dc/ATI2) -----------------------------------compression options for non cuda (-z only)----------------------------------------------- Version 8.30 NVDXT This program compresses images creates normal maps from color or alpha creates DuDv map creates cube maps writes out .dds file does batch processing reads .tga, .bmp, .gif, .ppm, .jpg, .tif, .cel, .dds, .png, .psd, .rgb, *.bw and .rgba filters MIP maps Options: -profile : Read a profile created from the Photoshop plugin -quick : use fast compression method -quality_normal : normal quality compression -quality_production : production quality compression -quality_highest : highest quality compression (this can be very slow) -rms_threshold : quality RMS error. Above this, an extensive search is p erformed. -prescale : rescale image to this size first -rescale : rescale image to nearest, next highest or next lowest power of two -rel_scale : relative scale of original image. 0.5 is half size Default 1.0, 1.0 Optional Filtering for rescaling. Default cube filter: -RescalePoint -RescaleBox -RescaleTriangle -RescaleQuadratic -RescaleCubic -RescaleCatrom -RescaleMitchell -RescaleGaussian -RescaleSinc -RescaleBessel -RescaleHanning -RescaleHamming -RescaleBlackman -RescaleKaiser -clamp : maximum image size. image width and height are clamped -clampScale : maximum image size. image width and height are scaled -window : window of original window to compress -nomipmap : don't generate MIP maps -nmips : specify the number of MIP maps to generate -rgbe : Image is RGBE format -dither : add dithering -sharpenMethod : sharpen method MIP maps is None Negative Lighter Darker ContrastMore ContrastLess Smoothen SharpenSoft SharpenMedium SharpenStrong FindEdges Contour EdgeDetect EdgeDetectSoft Emboss MeanRemoval UnSharp XSharpen Custom -pause : wait for keyboard on error -flip : flip top to bottom -timestamp : Update only changed files -list : list of files to convert -cubeMap : create cube map . Cube faces specified with individual files with -list option positive x, negative x, positive y, negative y, positive z, ne gative z Use -output option to specify filename Cube faces specified in one file. Use -file to specify input filena me -volumeMap : create volume texture. Volume slices specified with individual files with -list option Use -output option to specify filename Volume specified in one file. Use -file to specify input filename -all : all image files in current directory -outdir : output directory -deep [directory]: include all subdirectories -outsamedir : output directory same as input -overwrite : if input is .dds file, overwrite old file -forcewrite : write over readonly files -file : input file to process. Accepts wild cards -output : filename to write to [-outfile can also be specified] -append : append this string to output filename -8 : compress 8 bit images with this format -16 : compress 16 bit images with this format -24 : compress 24 bit images with this format -32 : compress 32 bit images with this format -swapRB : swap rb -swapRG : swap rg -gamma : gamma correcting during filtering -outputScale : scale the output by this (r,g,b,a) -outputBias : bias the output by this amount (r,g, b,a) -outputWrap : wraps overflow values modulo the output format -inputScale : scale the inpput by this (r,g,b,a) -inputBias : bias the input by this amount (r,g,b, a) -binaryalpha : treat alpha as 0 or 1 -alpha_threshold : [0-255] alpha reference value -alphaborder : border images with alpha = 0 -alphaborderLeft : border images with alpha (left) = 0 -alphaborderRight : border images with alpha (right)= 0 -alphaborderTop : border images with alpha (top) = 0 -alphaborderBottom : border images with alpha (bottom)= 0 -fadeamount : percentage to fade each MIP level. Default 15 -fadecolor : fade map (color, normal or DuDv) over MIP levels -fadetocolor : color to fade to -custom_fade : set custom fade amount. n is number number of fade amounts. fadeamount are [0,1] -fadealpha : fade alpha over MIP levels -fadetoalpha : [0-255] alpha to fade to -border : border images with color -bordercolor : color for border -force4 : force DXT1c to use always four colors -weight : Compression weightings for R G and B -luminance : convert color values to luminance for L8 formats -greyScale : Convert to grey scale -greyScaleWeights : override greyscale conversion weights of (0.3086, 0.6094, 0.0820, 0) -brightness : per channel brightness. Default 0.0 usual range [0,1] -contrast : per channel contrast. Default 1.0 usu al range [0.5, 1.5] Texture Format Default DXT3: -dxt1c : DXT1 (color only) -dxt1a : DXT1 (one bit alpha) -dxt3 : DXT3 -dxt5 : DXT5n -u1555 : uncompressed 1:5:5:5 -u4444 : uncompressed 4:4:4:4 -u565 : uncompressed 5:6:5 -u8888 : uncompressed 8:8:8:8 -u888 : uncompressed 0:8:8:8 -u555 : uncompressed 0:5:5:5 -p8c : paletted 8 bit (256 colors) -p8a : paletted 8 bit (256 colors with alpha) -p4c : paletted 4 bit (16 colors) -p4a : paletted 4 bit (16 colors with alpha) -a8 : 8 bit alpha channel -cxv8u8 : normal map format -v8u8 : EMBM format (8, bit two component signed) -v16u16 : EMBM format (16 bit, two component signed) -A8L8 : 8 bit alpha channel, 8 bit luminance -fp32x4 : fp32 four channels (A32B32G32R32F) -fp32 : fp32 one channel (R32F) -fp16x4 : fp16 four channels (A16B16G16R16F) -dxt5nm : dxt5 style normal map -3Dc : 3DC -g16r16 : 16 bit in, two component -g16r16f : 16 bit float, two components Mip Map Filtering Options. Default box filter: -Point -Box -Triangle -Quadratic -Cubic -Catrom -Mitchell -Gaussian -Sinc -Bessel -Hanning -Hamming -Blackman -Kaiser *************************** To make a normal or dudv map, specify one of -n4 : normal map 4 sample -n3x3 : normal map 3x3 filter -n5x5 : normal map 5x5 filter -n7x7 : normal map 7x7 filter -n9x9 : normal map 9x9 filter -dudv : DuDv and source of height info: -alpha : alpha channel -rgb : average rgb -biased : average rgb biased -red : red channel -green : green channel -blue : blue channel -max : max of (r,g,b) -colorspace : mix of r,g,b -norm : normalize mip maps (source is a normal map) -toHeight : create a height map (source is a normal map) Normal/DuDv Map dxt: -aheight : store calculated height in alpha field -aclear : clear alpha channel -awhite : set alpha channel = 1.0 -scale : scale of height map. Default 1.0 -wrap : wrap texture around. Default off -minz : minimum value for up vector [0-255]. Default 0 *************************** To make a depth sprite, specify: -depth and source of depth info: -alpha : alpha channel -rgb : average rgb (default) -red : red channel -green : green channel -blue : blue channel -max : max of (r,g,b) -colorspace : mix of r,g,b Depth Sprite dxt: -aheight : store calculated depth in alpha channel -aclear : store 0.0 in alpha channel -awhite : store 1.0 in alpha channel -scale : scale of depth sprite (default 1.0) -alpha_modulate : multiplies color by alpha during filtering -pre_modulate : multiplies color by alpha before processing Examples nvdxt -cubeMap -list cubemapfile.lst -output cubemap.dds nvdxt -cubeMap -file cubemapfile.tga nvdxt -file test.tga -dxt1c nvdxt -file *.tga nvdxt -file c:\temp\*.tga nvdxt -file temp\*.tga nvdxt -file height_field_in_alpha.tga -n3x3 -alpha -scale 10 -wrap nvdxt -file grey_scale_height_field.tga -n5x5 -rgb -scale 1.3 nvdxt -file normal_map.tga -norm nvdxt -file image.tga -dudv -fade -fadeamount 10 nvdxt -all -dxt3 -gamma -outdir .\dds_dir -time nvdxt -file *.tga -depth -max -scale 0.5 Send comments, bug fixes and feature requests to texturetools@nvidia.com S:\mapconv\MapConv\Debug>]]>
2009.11.27 - 06:08:01 <![CDATA[modweb]]> http://spring.jobjol.nl/show_file.php?id=2393 category: Tools
description:
Modweb generator. by maelstrom. unknown version.]]>
2009.11.27 - 04:39:57 <![CDATA[Old archive mover]]> http://spring.jobjol.nl/show_file.php?id=2392 category: Tools
description:
Moves files into program files -> spring -> mods/maps instead of home folder. may not work with vista / 7]]>
2009.10.22 - 00:18:49 <![CDATA[HPI viewer]]> http://spring.jobjol.nl/show_file.php?id=2339 category: Tools
description:
This is for opening Total Annihilation file formats! Opens .ufo .hpi .gp3 and .ccx files. --------------------------------------------------------------------- HPIView 1.9.1 - Windows HPI file viewer and extractor. This program provides an Explorer-like interface to the HPI file, allowing you to poke around and extract or view individual files from it. Just run HPIView.exe, select File/Open from the menu, and start browsing. You can also specify an initial file to open on the command line. Hint: Place a shortcut to HPIView in your WINDOWSSendTo directory. Then right-click on the file, and send it to HPIView. When you see a file you want to grab, right-click on it, and select File/Extract. To extract all the files in the HPI file, select File/Extract All, and then point to a directory to extract to. To view the file without extracting it, just double-click on it, or select File/View from the menu. The program can view text, BMP, PCX, JPG, WAV, TNT, GAF, and SCT files. If it doesnt know how to view the file, it will show a hex dump of it. The GAF files in TAK will look a bit wonky because of the different palette. I will fix that in the next release. Joe D joed at cws.org ]]>
2009.08.13 - 17:18:29 <![CDATA[Updated Mozilla firefox searchplugin]]> http://spring.jobjol.nl/show_file.php?id=2218 category: Tools
description:
Updated Mozilla firefox searchplugin]]>
2009.07.14 - 11:08:45 <![CDATA[Cobbler v4]]> http://spring.jobjol.nl/show_file.php?id=2151 category: Tools
description:
compile BOS to COB]]>
2009.06.12 - 20:55:01 <![CDATA[C++ SpringMapEditor v0.1 alpha]]> http://spring.jobjol.nl/show_file.php?id=2118 category: Tools
description:
It's still at very early development stage, currently supports only editing height and metal map and cannot create a smf file from scratch It is very faster than the java one Currently only compiles on linux with cmake, this zip contains the sources To use it, unpack the spring map files and start it with two arguments, like ~/SpringMapEditor$ ./editor ~/spring/maps/SpeedMazeTest.sdd/maps/SpeedMazeTest.smf ~/spring/maps/SpeedMazeTest.sdd/maps/]]>
2009.04.05 - 13:38:44 <![CDATA[Map decompiler FIXED]]> http://spring.jobjol.nl/show_file.php?id=1944 category: Tools
description:
* Now Exporting main texture doesn't cause BSOD and works properly * Height map works correctly intead of being black on windows * Texture is rendered on SDL 512x512 window Run vcredist_x86 the first time and then run the program ]]>
2009.02.08 - 20:35:13 <![CDATA[3do Builder 2.02]]> http://spring.jobjol.nl/show_file.php?id=1755 category: Tools
description:
3do Builder 2.02 An ancient tool to build Total Annilhilation models (*.3do) Authors are not me, but Kinboat, Marco, Immerman]]>
2009.02.03 - 14:03:38 <![CDATA[Mapconv no scanlines hack]]> http://spring.jobjol.nl/show_file.php?id=1745 category: Tools
description:
Compile with mothers mapconv without ugly scanlines! To install, unzip the contents to the dir where you use mapconv. Then just run your compilation .bat file as normal. To change nvdxt options, create an nvargs.txt file next to nvdxt, and add the line you want it to use for compiling.]]>
2009.02.02 - 20:43:04 <![CDATA[Mothers Map Compiler]]> http://spring.jobjol.nl/show_file.php?id=1742 category: Tools
description:
Here it is... Easy and bug free compiling... Bad side is nvdxt contour lines :(]]>
2009.01.27 - 04:58:42 <![CDATA[SpringMapEdit Texture Pack]]> http://spring.jobjol.nl/show_file.php?id=1721 category: Tools
description:
Just a quick texture pack I threw together for SpringMapEdit and figured I'd release it. The more textures the better, amirite? The pack contains 16 additional textures of various sorts: grass, rock, dirt, road, mud. All images are license-free, though may NOT be used for commercial/profitable purposes. Simply extract all image files into the "brushtextures" folder of your SpringMapEdit directory. ]]>
2009.01.14 - 12:40:40 <![CDATA[Map info extractor v0.2 (win32)]]> http://spring.jobjol.nl/show_file.php?id=1701 category: Tools
description:
Extracts minimap, metal map, height map and map details to files : Usage: mapInfoExtractor.exe -all outputdir minimapWidth jpgQuality mapInfoExtractor.exe mapname.[smf/sd7] outputMinimaps outputFileInfo.txt minimapWidth jpgQuality It needs Unitsync.dll in the same dir, the maps must be in the mapInfoExtractor\maps and the current dir must be the unitsync.dll's one]]>
2009.01.13 - 17:19:57 <![CDATA[FBI/TDF Changer]]> http://spring.jobjol.nl/show_file.php?id=1696 category: Tools
description:
Runs through text files and modifies specified values.]]>
2009.01.05 - 20:50:06 <![CDATA[StartPos.exe]]> http://spring.jobjol.nl/show_file.php?id=1679 category: Tools
description:
Uploaded from UF. Handy and simple tool for startposition placement.]]>
2008.12.03 - 07:25:39 <![CDATA[Blender Plugins for Spring v0.6]]> http://spring.jobjol.nl/show_file.php?id=1613 category: Tools
description:
S3O Importer/Exporter BOS Exporter extract into blender scripts directory by thesleepless]]>
2008.10.26 - 09:22:00 <![CDATA[MAP DECOMPILER]]> http://spring.jobjol.nl/show_file.php?id=1563 category: Tools
description:
This program allows you getting the texture from maps( main texture,type map, metal map,heigh map). This package contains it source. On windows, compiles but fails to run, so if someone can get it running on windoze , PM me in lobby]]>