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Re: Patch: Create realistic heightmap, water & town placement

Posted: 05 Sep 2009 08:11
by Terkhen
Wasila wrote:Erm, do I have to install TortoiseSVN or is there a command on msys? I've always used trunk...
http://wiki.openttd.org/Compiling_on_MinGW#Install_SVN

Re: Patch: Create realistic heightmap, water & town placement

Posted: 05 Sep 2009 12:28
by Wasila
I've already installed SVN, but what is the actual command to choose and download a particular version?

Re: Patch: Create realistic heightmap, water & town placement

Posted: 05 Sep 2009 12:47
by Terkhen
Once you have subversion installed and you have a checkout of current trunk, use this command in the trunk folder:

Code: Select all

svn update -r13922

Re: Patch: Create realistic heightmap, water & town placement

Posted: 05 Sep 2009 16:51
by Wasila
Success! Anyone know where I can get the data for Great Britain (if possible with a little of mainland Europe in the corner). As I posted in the problems forum, creating the heightmap myself creates problems.

Re: Patch: Create realistic heightmap, water & town placement

Posted: 12 Oct 2009 07:21
by zytok
check Jon Scaife's UK scenario, he includes a kmz overlay file for use. Not sure if this is what you're after.

Re: Patch: Create realistic heightmap, water & town placement

Posted: 17 Oct 2009 08:56
by Wasila
I do realise that it's been a while, but I just noticed the attachment at the bottom of the original post xD, however I do not have Imagemagick. Is there a way of adding it to my MSYS installation without reinstalling it?

Re: Patch: Create realistic heightmap, water & town placement

Posted: 17 Oct 2009 09:01
by thepalm
note: i am not a c++ expert but my guess is that the first problem is this
convert_swbd_asc2png.c:5:17: png.h: No such file or directory
probably need to install libpng and/or add it to the include path

Re: Patch: Create realistic heightmap, water & town placement

Posted: 17 Oct 2009 09:43
by Wasila
That's what I'm asking - can I install these things without reinstalling MinGW?

Re: Patch: Create realistic heightmap, water & town placement

Posted: 17 Oct 2009 11:00
by thepalm
That's what I'm asking - can I install these things without reinstalling MinGW?
To install libpng - see http://gnuwin32.sourceforge.net/packages/libpng.htm - this requires zlib, which you probably already have if you are compiling ottd normally

I got this to work a while ago, in VS, but i am not sure how to edit the various include/lib paths in mingw, probably better to ask on the minGW forum, a reinstall should not be necerrsary

Re: Patch: Create realistic heightmap, water & town placement

Posted: 17 Oct 2009 11:39
by Wasila
I should have libpng, as I followed our wiki's instructions for installing MinGW. On the other hand, I'm trying to install ImageMagick but am having a lot of trouble finding the correct version to download. I am assuming it is MagickCore, but I can't see exactly where to download it.

Re: Patch: Create realistic heightmap, water & town placement

Posted: 03 Dec 2009 05:35
by embql
so i managed to create myself a nice looking heightmap.
i got into the compiling and (i think) i compiled a working build, i could go into the game, and create a heightmap from your patch.
however, the last part of compiling the patch which enables placement of towns/etc. .... i'm totally lost.

I'm on a windows machine, and i'm a newb too. should i forget the rest, if i can't make it anyway :D?
It says in the readme i have to makefile through cygwin, yeah, i'm in cygwin, but what is the command?
Where do i find the file inside cygwin?

so many unanswered questions..
And if someone pities me, they have my accept to help me, a heightmap with everything (towns, whatdoiknow) around Denmark,
with Göteborg, Malmø, Flensburg and Rostock (tip of northern germany and the southwest tip of sweden)... would be awesome.

thanks for everything you can help with :D

Re: Patch: Create realistic heightmap, water & town placement

Posted: 03 Dec 2009 11:25
by petert
embql wrote:I'm on a windows machine, and i'm a newb too. should i forget the rest, if i can't make it anyway :D?
It says in the readme i have to makefile through cygwin, yeah, i'm in cygwin, but what is the command?
Where do i find the file inside cygwin?
After you've applied the patch to the correct revision, you would type the following: ./configure && make (optionally you can use 'make bundle'). If the patch is not applied to the correct revision, the compiling process will not work.

Re: Patch: Create realistic heightmap, water & town placement

Posted: 03 Dec 2009 13:29
by embql
and by patch you mean the actual ingame change, right? :) Not the shell-script i presume..

when i type it into cygwin, it answers: bash: /configure: No such file or directory.

do i have to place the shell files in a designated folder, or vice versa / the cygwin?
because i will have to make cygwin _find_ the file, right? (yes, the shell files are unpacked already)..

Re: Patch: Create realistic heightmap, water & town placement

Posted: 03 Dec 2009 13:55
by petert
Have you cd'ed into the directory of the patched source?

Re: Patch: Create realistic heightmap, water & town placement

Posted: 03 Dec 2009 15:03
by Gremnon
The command is './configure' not '/configure'
From your post, my guess is that was the mistake you made. Don't forget that all important '.'

Re: Patch: Create realistic heightmap, water & town placement

Posted: 03 Dec 2009 15:38
by embql
petert wrote:Have you cd'ed into the directory of the patched source?
....... 'nooooo' :p
Gremnon wrote:The command is './configure' not '/configure'
From your post, my guess is that was the mistake you made. Don't forget that all important '.'
see, i didn't know that. thank you very much.
I tried to make my own png's with land/water (that actually went pretty fine)... the real file just seemed easy to reproduce, just change the var's inside the file... but openttd crashed when i tried to open it. damnit.

Re: Patch: Create realistic heightmap, water & town placement

Posted: 26 Dec 2009 21:30
by bogdans
Hi everyone,

I have used this patch before, and I am in complete awe of its power. I can't seem to get the script to work properly however. I've compiled my stuff, but the get_zip_files.sh script hangs on land generation. Here's what I get, starting with the first error in the script:

Code: Select all

montage: missing an image filename `tmp/grouped.png' @ montage.c/MontageImageCommand/1647.
convert: unable to open image `tmp/grouped.png': No such file or directory @ blob.c/OpenBlob/2439.
convert: unable to open file `tmp/grouped.png' @ png.c/ReadPNGImage/2854.
convert: missing an image filename `tmp/land.png' @ convert.c/ConvertImageCommand/2775.
convert: unable to open image `tmp/land.png': No such file or directory @ blob.c/OpenBlob/2439.
convert: unable to open file `tmp/land.png' @ png.c/ReadPNGImage/2854.
convert: missing an image filename `bay_area_land.png' @ convert.c/ConvertImageCommand/2775.
Land done
convert: unable to open image `tmp/land.png': No such file or directory @ blob.c/OpenBlob/2439.
convert: unable to open file `tmp/land.png' @ png.c/ReadPNGImage/2854.
convert: missing an image filename `tmp/land_scale.png' @ convert.c/ConvertImageCommand/2775.
convert: unable to open image `tmp/land_scale.png': No such file or directory @ blob.c/OpenBlob/2439.
convert: unable to open file `tmp/land_scale.png' @ png.c/ReadPNGImage/2854.
convert: missing an image filename `tmp/thumb.png' @ convert.c/ConvertImageCommand/2775.
composite: unable to open image `tmp/thumb.png': No such file or directory @ blob.c/OpenBlob/2439.
composite: unable to open file `tmp/thumb.png' @ png.c/ReadPNGImage/2854.
composite: missing an image filename `tmp/thumb.png' @ composite.c/CompositeImageCommand/1587.
convert: unable to open image `tmp/thumb.png': No such file or directory @ blob.c/OpenBlob/2439.
convert: unable to open file `tmp/thumb.png' @ png.c/ReadPNGImage/2854.
convert: missing an image filename `bay_area_thumb.png' @ convert.c/ConvertImageCommand/2775.
Any idea what might be wrong and how I could fix it? I am running Ubuntu Intrepid on an x64 box. I did install imagemagick, z-shell, and libpng-devel and still no luck. Thanks!

Re: Patch: Create realistic heightmap, water & town placement

Posted: 10 Feb 2010 19:56
by Aerond
I´m a little bit lost applying code and I can´t make this (or any), patch to work...

Can somebody help a little bt?? I´m dying to try it for a map of Tokyo area i´m creating.

Re: Patch: Create realistic heightmap, water & town placement

Posted: 10 Feb 2010 20:13
by petert
Aerond wrote:I´m a little bit lost applying code and I can´t make this (or any), patch to work...

Can somebody help a little bt?? I´m dying to try it for a map of Tokyo area i´m creating.
Try this binary I made, it's quite out of date though...
http://www.tt-forums.net/viewtopic.php?p=807942#p807942

Re: Patch: Create realistic heightmap, water & town placement

Posted: 05 Mar 2010 03:25
by Netshira
Thank you for this patch.. it's really impressive.

Really dumb question.. has anyone tried to get this to work in the western hemisphere? I am trying to do Nebraska, USA and it doesn't seem to be handling a negative number for longitude. (maybe it's stupid user error.. I'm using the binary linked above as I'm not set up to build OpenTTD yet) (it's too bad you couldn't specify the lat/long for population of the cities as I already have a nice bumpmap I made for NE already but can't get the cities populated).