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 FH to IT Map Converter Version 0.6

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JBRWolf
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PostSubject: FH to IT Map Converter Version 0.6   Mon May 11, 2015 1:31 am


Hello to all of you who are struggling to enter in every object manually into the .world file.

Struggle no more! I present to you the map converter:





Side by side converted map:


Ok, so admittedly it doesn't look that good visually xD But keep in mind this is only version 0.6 which I programmed during the course of this weekend and was focusing mostly on the functionality.

So what does this do exactly? Well currently it's more of a helper than a full on converter as I have yet to make it convert the material file and automatically install mesh, material, weather etc. files into your IT directory.

Anyway, here is a list of its features:


  • Copy and paste the Terrain.cfg file(most basic functionality ever lol)
  • Convert the .map to a .world file which includes the following processes:

    • Read and convert map dimensions
    • Read and convert spawn position(i.e. FH spawn portal) if any, sets spawn position to half of each dimension if no spawn position is found
    • Read and convert weather, water and music
    • Read and convert all gates from the Gates.cfg file
    • (Probably the most wanted feature)Read and convert all objects from the Objects.cfg using their blueprint from the FH objects folder, this includes the collision boxes and spheres and offsets meshes according to the blueprint.


  • Copy any other files other than .cfg(another basic functionality xD)
  • Finally dump it all in a folder called the map's display name in the output folder of your choice




Here is an example of it's outputted files:


Test Map.world:
http://pastebin.com/RLxKvZg4


How do you use it?

Upon opening the program.exe you will be greeted by an options menu. Here you select the different files and folders required for converting. Though not all options are required, the required options are highlighted below:


When filling in the options I advise you do it in this order:


  1. FH Folder
  2. Press auto complete(this will automatically find the FH Terrains and Objects folders)
  3. FH Map File
  4. Press auto complete again(this will automatically find FH Map Folder)
  5. Finally select your output folder

Then just click apply and you will be done with the options.
Note: If you change the fh map file(or any other option) again in the future remember to press auto complete(or select it manually) to update the fh map folder(or other options). Also the map name is detected automatically, you can't edit it.

Here are example options:
FH Folder: C:\FH
FH Terrains File: C:\FHl\media\terrains
FH Map File: C:\FH\media\terrains\TestMap.map
FH Map Folder: C:\FH\media\terrains\TestMap
FH Objects Folder: C:\FH\media\objects
Output Folder: C:\MyOutputFolder

Next you will be presented with another window in which, if you set up the options properly, all you have to do is click 'Convert'. Although if you want to go back and edit the options without reopening the program just click the 'Options' button.

Finally wait for it to convert and you'll find a new folder in your output folder which contains the converted files.

Note: If you're wondering about the faded out option "Copy object files" and the faded out button "Objects Only Convert" don't. These are just place holders for future features


Download
Version 0.6(latest):
Download: https://www.dropbox.com/s/5x162g1tjey7km1/Map%20Converter%20Version%200.6.zip?dl=0
Program.exe source code:http://pastebin.com/L1VHY9WR
changeOptions.exe source code:http://pastebin.com/ZNBvycxC

Version 0.5:
Download: https://www.dropbox.com/s/y2acs0ttkfbv8gk/Map%20Converter.zip?dl=0
Program.exe source code:http://pastebin.com/1Tix90S7
changeOptions.exe source code:http://pastebin.com/ZNBvycxC


Version History
Version 0.6
  • Fixed object conversion
  • Corrected spelling mistakes
Version 0.5


Todo list

  • Everything related to materials/textures
  • Button to convert an objects file on its own
  • Copy and install mesh, material, weather etc. files from FH to your IT folder
  • Fix rotation conversion

Bug Tracker

  • Spelling fails e.g. dimensions is spelt 'dimentions' in the output log
  • Objects are not rotated correctly
  • Note the outputted files will not currently work as a map on their own due to textures,materials,meshes etc. not being copied to the IT folder.


If you find any bugs please tell me along with the log.txt file. Also feel free to ask any questions and feedback is greatly appreciated. Just remember this is still only version 0.6.

Happy Mapping!


Last edited by JBRWolf on Mon May 11, 2015 10:55 pm; edited 4 times in total
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Slycan



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PostSubject: Re: FH to IT Map Converter Version 0.6   Mon May 11, 2015 4:49 am

Who are you? Why is this thread not flooded with thankyou's? Why is this sexy? Can someone confirm this program?
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Draak
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PostSubject: Re: FH to IT Map Converter Version 0.6   Mon May 11, 2015 5:41 am

*sticks massive like on here*

...I'd give it a go if I still had FH on my pc..that and a working IT game LOL
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JBRWolf
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PostSubject: Re: FH to IT Map Converter Version 0.6   Mon May 11, 2015 6:38 am

Slycan wrote:
Who are you? Why is this thread not flooded with thankyou's? Why is this sexy? Can someone confirm this program?

I am JBRWolf, also known as Jay. I also made a preset program for feral heart a while ago( http://www.feral-heart.com/index.php?option=com_jfusion&Itemid=2&jfile=index.php&topic=41893.0)

Confirm this program? Well I guess one way of doing that is for you to look over the code to see if it's valid yourself: http://pastebin.com/1Tix90S7 also here's the source code for the changeOptions.exe: http://pastebin.com/ZNBvycxC . It's coded in an uncommon language called Autoit3.
Also the Test Map.world(http://pastebin.com/NHK7147z) is 100% generated by this program
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RedEye
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PostSubject: Re: FH to IT Map Converter Version 0.6   Mon May 11, 2015 6:59 am

Nothing malicious about the source code.
One thing that tickles me tho is all that indentation! :O

This will certainly help map makers

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JBRWolf
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PostSubject: Re: FH to IT Map Converter Version 0.6   Mon May 11, 2015 7:09 am

Thanks for confirming RedEye ^^ And yeah I don't think I would of been able to make it without indenting it, it was confusing enough as it was. Although pastebin doesn't display it that well towards the center. Also ignore my stupid comments in some parts of the code xD
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ShadoWolfozo

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PostSubject: Re: FH to IT Map Converter Version 0.6   Mon May 11, 2015 8:59 am

My god
You amazing creature JBR
I've never used the FH map maker to be honest but I know majority of KITO users have been waiting for this day 8D
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MissDiealot
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PostSubject: Re: FH to IT Map Converter Version 0.6   Mon May 11, 2015 9:15 am

Oh my god yes
YESSSSSSSSSSSSSSSS
THANK YOU SO MUCH <3
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Dutchval

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PostSubject: Re: FH to IT Map Converter Version 0.6   Mon May 11, 2015 10:39 am

GOD BLESS THOU SOUL
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VĪ¹rus
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PostSubject: Re: FH to IT Map Converter Version 0.6   Mon May 11, 2015 12:38 pm

Props! This'll be helpful in the future.
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FagonStar

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PostSubject: Re: FH to IT Map Converter Version 0.6   Mon May 11, 2015 4:14 pm

Thank you for making this! Ermahgerd

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Witacha
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PostSubject: Re: FH to IT Map Converter Version 0.6   Mon May 11, 2015 5:35 pm

OH
MY
GOD.


I LOVE YOU SO MUCH
THATS GOING TO SAVE ME A LOT OF TIMES
IM SO HAPPY THANK YOU SO MUCH



oh ma gad there's collbox included ? <333
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Cloud
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PostSubject: Re: FH to IT Map Converter Version 0.6   Mon May 11, 2015 6:36 pm

I am so going to use this once the meshes and things function.

You don't know how badly this was needed
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JBRWolf
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PostSubject: Re: FH to IT Map Converter Version 0.6   Mon May 11, 2015 10:13 pm

Thanks for all the great feedback however clearly none of you tested it before posting but neither did I which was bad of me xD
But, I have tested it now and here's a side by side of FH and IT:



Oh yay, that's so useful, not. xD It turns out I forgot to clear the object array so for every object it places that object plus every object before xD But dw, This was simple to fix and I have just made a version 0.6 that fixes it(I will be uploading it soon).

Here's the new version 0.6 side by side:


But wait.. something's still not right: the rotation. Just as I suspected when making this program the FH rotation is different to the IT rotation so i'm gonna have to find out a formula to convert them. However this is going to take some testing so I will just release 0.6 now and fix the rotation in a future update, sorry guys.
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FagonStar

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PostSubject: Re: FH to IT Map Converter Version 0.6   Mon May 11, 2015 10:31 pm

That's alright. c: Something is better than nothing after all. LOL
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Slycan



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PostSubject: Re: FH to IT Map Converter Version 0.6   Tue May 12, 2015 12:05 am

I'll be playing with this once I come home from work. I'll report any bugs. Screenshots look great thus far though, very happy you posted comparisons.
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JBRWolf
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PostSubject: Re: FH to IT Map Converter Version 0.6   Tue May 12, 2015 12:30 am

Slycan wrote:
I'll be playing with this once I come home from work. I'll report any bugs. Screenshots look great thus far though, very happy you posted comparisons.

Thanks ^^ Be sure to post any suggestions you have also, besides the things in my to do list of course.
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PostSubject: Re: FH to IT Map Converter Version 0.6   Tue May 12, 2015 8:15 am

Honestly, I think we're all just happy to have a converter at all. Even if we have to manually modify some things, as someone else said, something is better than the nothing we had before.


So regardless of testing before posting or not, we're just thankful someone managed to make one (and had the courtesy to release it publicly) Smile
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Banditka95

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PostSubject: Re: FH to IT Map Converter Version 0.6   Sat Jun 25, 2016 9:43 pm

I tested the converter, but when i put the folder into the terrainfolder and the world.txt of my client and start the game, it crashes, idk if i have done something wrong with the FH map (maybe portals, gates, objects) or i forgott to add something (coding).

So after i converted the FH map, do i have to add something into the .world or .mat, or the gamecoding in visual studio??
And does the map have to be a already exported FHmap or not?
(btw if it helps, all my maps are connected with gates not portals)

(I ask here because i cant send pm`s)
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JBRWolf
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PostSubject: Re: FH to IT Map Converter Version 0.6   Fri Jul 15, 2016 10:59 pm

Banditka95 wrote:
I tested the converter, but when i put the folder into the terrainfolder and the world.txt of my client and start the game, it crashes, idk if i have done something wrong with the FH map (maybe portals, gates, objects) or i forgott to add something (coding).

So after i converted the FH map, do i have to add something into the .world or .mat, or the gamecoding in visual studio??
And does the map have to be a already exported FHmap or not?
(btw if it helps, all my maps are connected with gates not portals)

(I ask here because i cant send pm`s)

This is far from a finished converter and I lost interest in creating it since I couldn't figure out how to fix the rotations almost a year ago. The resultant files from this converter will not work as a map on their own, you will still have to do many things manually. From what I can remember you still need to manually edit the materials of your map, rotate objects and install any meshes/textures you used in your FH map into your IT game.

Since it's incomplete, the only real use of this program is to position meshes and collision boxes in your IT map by first positioning them in FH and then 'converting' the map with this program. I suggest only using this program to produce the .world file.

Sorry for the late reply, I haven't really been active in the IT community for a while. If I feel up to it I may start working on this again but I don't have much interest since I don't have any active roles in any IT servers apart from helping my friend from time to time. Also I don't think it's possible for me to convert the rotations and so it makes me wonder if there's any point to completing the rest of the converter.
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