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    First map; error: Unable to load expected resource: polygons.txt

    Scheduled Pinned Locked Moved Map Making
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    • H Offline
      Hidde2k @Cernel
      last edited by

      @Cernel its now called Adam-met_de_bois
      but i found an issue
      because every map i downloaded was a zip file i zipped my map every time
      but when you open a zip file it becomes
      downloadedMaps/Adam_met_de_bois/Adam_met_de_bois/polygons.txt
      so i tried it unzipped and the error didnt show up!! (now the flags are giving me issues)
      but i have a question
      why are all the downloaded maps zips and remain zips
      wile my map should be unzipped?

      C 1 Reply Last reply Reply Quote 0
      • C Offline
        Cernel Moderators Lobby Moderators @Hidde2k
        last edited by Cernel

        @Hidde2k The maps are zipped for a number of reasons that may be fully known to the developers (let them answer to this). The maps are supposed to work both zipped and unzipped and, at least for the simplest case I suggested you following, they do, as long as the path is the same (which, of course, it is not the case if you create an additional subfolder when unzipping).

        Correct, you need having:
        downloadedMaps/Adam_met_de_bois/polygons.txt

        not:
        downloadedMaps/Adam_met_de_bois/Adam_met_de_bois/polygons.txt

        Glad you figured out, and, actually, you don't need to zip. The zip is created in the moment you download from GitHub, but, when you have the map ready, you would be creating a repository of the same name, then uploading your map named as just "map", instead of "Adam_met_de_bois", inside the thus named repository.

        Also, you should change "Adam_met_de_bois" to "adam_met_de_bois" at that point, for general policy of using only lower case (also in the xml reference, of course).

        1 Reply Last reply Reply Quote 2
        • H Offline
          Hidde2k
          last edited by

          thank you very much
          i changed the capital A to a lower case a

          1 Reply Last reply Reply Quote 2
          • H Offline
            Hidde2k
            last edited by

            thank you all for helping
            i just got my map to work and i get no more errors
            you made this map possible
            I have one last question tho
            how do you make the territories have the colour of the owner?
            the background is quite ugly on its own, i expected the territories to be coloured.
            but again, thank you very much

            redrumR 1 Reply Last reply Reply Quote 0
            • redrumR Offline
              redrum Admin @Hidde2k
              last edited by redrum

              @Hidde2k You can set player territory ownership color in the map.properties file and an example is here: https://github.com/triplea-maps/the_pact_of_steel/blob/master/map/map.properties#L3

              EDIT: I just glanced at your relief tiles and some portions are very dark so the player color won't show up very well on those areas. You generally want light colored relief tiles unless you don't want the player colors to show.

              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

              C 1 Reply Last reply Reply Quote 2
              • C Offline
                Cernel Moderators Lobby Moderators @redrum
                last edited by

                @redrum Well, even if he didn't set any, he would receive some default colours assigned, so I guess the issue is another one.

                @Hidde2k Assuming not all territories of your map are impassable (which prevails over ownership, as colourization), the colours are underneath the relief tiles, so, if you are not seeing them, I assuming you are using no transparency, there. If you want to see the colour you can set
                map.hasRelief=false
                in map.properties.

                Or you can obtain transparency effects by using blends, for example adding this to map.properties.

                map.mapBlends=true
                map.mapBlendMode=NORMAL
                map.mapBlendAlpha=0.3f
                
                redrumR 1 Reply Last reply Reply Quote 0
                • redrumR Offline
                  redrum Admin @Cernel
                  last edited by

                  @Cernel Yeah, either reworking the relief tiles or adding some transparency to them is probably the solution.

                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                  1 Reply Last reply Reply Quote 0
                  • H Offline
                    Hidde2k
                    last edited by

                    ok
                    first i set the the blend to NORMAL, it was in overlay
                    blend was already on
                    but i still only saw the relief without any colour
                    then i put relief on false but i still got to see the relief, maybe i did something wrong elsewhere?
                    you can check it here
                    https://drive.google.com/open?id=10hNTHtrmpys6Nj16Rb_3Lw-gTIYMoG4q

                    H 1 Reply Last reply Reply Quote 0
                    • H Offline
                      Hidde2k @Hidde2k
                      last edited by

                      @Hidde2k i even tried making the entire properties file again but to no avail

                      C 1 Reply Last reply Reply Quote 0
                      • C Offline
                        Cernel Moderators Lobby Moderators @Hidde2k
                        last edited by

                        @Hidde2k You need to have transparent base tiles underneath the coloured polygons, for that particular blend to work the way I assume you want to. Practically, it switches relief and base over, while adding an alpha to the colour ownerships.

                        H 1 Reply Last reply Reply Quote 0
                        • H Offline
                          Hidde2k @Cernel
                          last edited by

                          @Cernel thx man, i had to make the reliefTiles map a bit transparent, cut it up with the imagetilebreaker and replaced the old reliefTiles with the new ones.
                          The map is, apart from some balancing basicly ready thanks to you guy.
                          you're legends
                          Hidde2k

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