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#1 |
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Escaped for 100 days
Join Date: May 2001
Location: Tokyo
Posts: 9,073
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BMP to WBS Converter
Here is the BMP to WBS Converter.
With this simple tool written in Python, you can make maps and scenarios just with some bitmaps and storing scenario data info the scenario file. The zip contains the tutorial Mapmaking And Scenario Design.pdf, which contains installation instructions and that will explain step-by-step how to make a simple scenario, and the sample bitmaps and scenario files produced in the tutorial. http://rhye.civfanatics.net/civ4/fil...thTutorial.zip (Tutorial updated to v1.1) Authors: Jon Shafer, Rhye, Jesse Smith, Locutus EDIT: here's an expanded version of the converter by Door. He added the possibility of putting improvements, routes and starting locations with the bitmaps: (see attachment) EDIT2: Another modified version, with the same new features as the one above, but with many bugfixes and a reorganization of the code: http://forums.civfanatics.com/showpo...&postcount=117 . Last edited by Rhye; Oct 12, 2007 at 07:16 PM. |
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#2 |
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Warlord
Join Date: Oct 2005
Location: Southend, UK
Posts: 143
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Brilliant! Thank you very much! I think this is exactly what I need to get off and running.
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#3 |
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Chieftain
Join Date: Oct 2005
Posts: 6
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This looks really interesting and cool. But where can I get the pyPIL. The link that appears in the PDF file in the Zip doesn't work
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#4 |
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Escaped for 100 days
Join Date: May 2001
Location: Tokyo
Posts: 9,073
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#5 |
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Chieftain
Join Date: Oct 2005
Posts: 6
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Thanks a lot. Just what I needed.
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#6 |
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Firaxis Lead Designer
Join Date: Jul 2002
Location: Hunt Valley, MD
Posts: 2,025
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I have made a number of maps with the original version of the utility I wrote before Rhye, Locutus and Jesse enhanced it (and gave it a pretty GUI
). They should be released before too long.It's quite powerful for what started as one of my side projects and is very good at giving maps that look like real life if you put some time into it. Rhye's philosophy is somewhat different and prefers to mod things on a pixel-by-pixel basis as a WorldBuilder replacement.
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Tell me about Final Frontier Problems & Issues Here! A Final Frontier Walkthrough All statements in the above post are the opinion of the author and in no way represent Take 2, 2K Games or Firaxis Games. |
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#7 | |
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Escaped for 100 days
Join Date: May 2001
Location: Tokyo
Posts: 9,073
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Quote:
In fact I written in the tutorial that one can just use the first 3 bitmaps and continue working in the world builder, or go to phase 2 and place resources and rivers by pixel. Last edited by Rhye; Nov 01, 2005 at 02:59 AM. |
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#8 | |
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King
Join Date: Apr 2001
Location: Rostock (GER)
Posts: 879
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Not sure if this is the right thread for this problem. Well however ...
Quote:
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Arne · Das Civilization Forum Civ3: Ancient Mesopotamian Cities · African Cities · 10 MA/Fantasy ressources · Arne's Worldmap 180x180 v2.1C3C Civ4: S.P.Q.R. Mod in Progress · Europe Maps: standard - 84 x 52 · small - 54 x 44 · My Shipyard (Sailing ships units) |
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#9 |
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Escaped for 100 days
Join Date: May 2001
Location: Tokyo
Posts: 9,073
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you edited it right? It probably contains an error somewhere.
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#10 |
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King
Join Date: Apr 2001
Location: Rostock (GER)
Posts: 879
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No, I only wanted to edit something, but I didn't for now. I just double click on the EmptyScenario.py. And nothing happens.
[edit: Now I know, whats going wrong: Additionaly to python and pyPIL, we need wxPython. Additional 17 MB...]
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Arne · Das Civilization Forum Civ3: Ancient Mesopotamian Cities · African Cities · 10 MA/Fantasy ressources · Arne's Worldmap 180x180 v2.1C3C Civ4: S.P.Q.R. Mod in Progress · Europe Maps: standard - 84 x 52 · small - 54 x 44 · My Shipyard (Sailing ships units) Last edited by Arne; Nov 01, 2005 at 03:45 AM. |
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#11 |
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Warlord
Join Date: Oct 2005
Location: Southend, UK
Posts: 143
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I have the same problem as Arne. Do you need Civ 4 installed for it to work?
EDIT: Ah nevermind. I installed wxPython as Arne suggested and it works now. Get it from here http://prdownloads.sourceforge.net/w...6.1.0-py24.exe Also what freeware program would you recommend for colouring the BMPs (since MSPaint isn't a great option)? I know of GIMP but I really didn't like the look of that one. Last edited by Feet; Nov 01, 2005 at 04:53 AM. |
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#12 |
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Chieftain
Join Date: Oct 2005
Location: Ontario, Canada
Posts: 75
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Thought I'd take a look at this and see. I did notice, though, that Python and PyPIL have been upgraded a version number from what's said in the PDF. Will updating to the modern versions effect it at all? (I remember a while back I was trying to get something Python to work and it ended up needing an older version.)
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#13 |
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Fleece-bearer
Join Date: Oct 2005
Posts: 548
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I'm having a bit of trouble, I've followed you're little example exactly and everything came out fine, right down to the river placement. I spent quite a while on this.
but my problem is... I can't make any new maps at all. strangely enough I can only make the default one and the empty one. I've got the exact color codes for all colors too. the closest I've come is to getting in game but being defeated instantly and the whole map was just mountains. any thoughts as to what's going wrong? |
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#14 | |
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AoD Lead Artist
Join Date: Nov 2004
Location: San Isidro, Argentina.
Posts: 1,494
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Quote:
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#15 |
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Warlord
Join Date: Oct 2005
Location: Southend, UK
Posts: 143
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Strange I've successfully created a map just fine following these instructions.
Though it did have a few anomalous mountains here and there... |
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#16 |
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King
Join Date: Aug 2002
Location: Seoul, South Korea
Posts: 815
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I haven't recieved Civ IV yet, but thanks to your wonderful utility I've started making maps. It's great. Thanks.
I have a couple of questions about the nature of the files the program creates... I know that python can be used to create map scripts. Several custom map scripts are included with the game... my first question is, is the .py file created by your utility a map script? Rather than creating a WB Save file, can I treat the .py file as a custom map script. The reason I ask this, is that I want to create a scenario map with some random characteristics... I believe the WB Save file is fixed once it is created, so random generation of resources or starting locations, etc. is not possibile. I'm guessing this has to be done when the save file is generated. Map scripts allow this randomness... that's why I'm asking whether the generated py file is a script. What I really want to do in my scenario is pre-place certain "cultural" resources, but otherwise randomize resource placement. Your program allows me to input coordinates to place resources... however, I'd like to introduce some of the random placement algorithms that I suppose the map scripts have... is this at all possible? If it is, I hope a simple cut and paste into the .py file would do it... again, this all depends if your program generates a map script. I'm not a programmer, and my skills are limited in this area. Are the above suppositions about the files correct? Or should I just give up these ideas now... and this is likely asking too much... but if its a really simple matter of cut and paste, could you add a randomresourse.py to your download... that is if my ideas are not out to lunch and you think it might be a useful addition to the utility. Thank you for the utility, once again. |
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#17 | |
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Escaped for 100 days
Join Date: May 2001
Location: Tokyo
Posts: 9,073
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Quote:
it's open source, after all... |
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#18 |
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Fleece-bearer
Join Date: Oct 2005
Posts: 548
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You could try leaving the resource info when using the converter blank. Then when you load the map in civ4 use the world builder to manually place all of the resources.
By the way, I'm still having trouble creating a custom map, any thoughts or tips from anyone would greatly be appreciated. The game either quites outright, or loads a map with nothing but mountains. |
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#19 |
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Warlord
Join Date: Oct 2005
Location: Southend, UK
Posts: 143
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Make sure you the only colours you have in the bitmaps are the ones from the manual. And I would suggest you resize your BMPs so that one pixel in BMP = one tile in WBS. This has worked for me a few times now.
So resize your BMPs to 128 x 80 (or whatever size you want), colour it the way you want (you'll need to zoom i real close and colour the pixels seperately where necessary). Then when you set the BMP Converter Options in the app that you input the same numbers for the X and Y fields as the pixels in the BMP. Hope that helps. |
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#20 |
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Fleece-bearer
Join Date: Oct 2005
Posts: 548
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Yeah, that's actually what I've been doing from the start.
odd though, I guess I'll just have to keep trying. Maybe I'll reinstall all the python stuff before I give it another shot. |
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