looking at the triangles on pakos image, it looks like only the main playing area uses ROAM. could this be a problem? naively thinking.. if you speed up rendering the main area by 100% with ROAM, and add an other 8 areas rendered without roam.. it should be pretty slow.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
I opened the code and it was so sickening I threw up this to my keyboard.
yea i have no idea what i am doing with gl and i think kingraptor is still learning too So I am glad someone with better knowledge quickly (i guess?) made this in a proper way!
naively thinking.. if you speed up rendering the main area by 100% with ROAM, and add an other 8 areas rendered without roam.. it should be pretty slow.
I only tested on 2 maps and did not play a real game but the fps kind of stayed the same with Pako's widget.
Btw, anyone else noticed how many (all?) maps have a black line around the bottom & right edge on the texture? Is that something mapconv creates? Normally it does not matter but with the mirroing it is quite obvious because you get long unnatarual lines across the terrain:
I think the tearing between "real/fake" terrain is because of detail level? If you press end/pos1 to change terrain LOD you can see the gaps change etc.
What I as a mapper always dreamed was that I could have total control over how the unplayable area would look like
At the start of the widget there is this loop: For x=... For y=... You could put any formular for noise/height fading or whatever there or have it read from a bitmap that you include with the map.
Also I think the question whether this should be in engine, game or map is worth thinking about. Smoth can probally safely put it in gundam because he is the only creator of grts_ maps and so knows none of his maps will include a conflicting widget. zeroK and other games will probally include the widget with the game but that migt be problematic in the future, if mappers include their own tweaked versions with the map? (ie making a map with a flowing river that extends past map borders or a space/asteroid map that uses Lua to draw space or an island in an endless sea of lava) So it would be maybe good to have some way to tell the widget to turn off? Maybe a WG.variable?
Joined: 19 Oct 2009, 00:27 Location: In your heart
IMHO there are two different aspects to this topic:
A) How to fix in a general way, working with every map and every mod?
as well as
B) How to enhance the map file format on a long term to fix it in a non-legacy manner?
A: I think we should just put a small box around the whole map. From the very bottom to a lil bit above the map level. Which would be the biggest problem. One should still see a flea in the very south using standard camera angle. So the border should not go to high above the map at that position. The benefit would be a very general approach working with almost every map I can imagine. No problem with water, features, fog, etc. No watching the map from below. No (visible) water under the ground. For the texture of the boxes walls I think of a static selection (wood, stone, marble, etc. - whatever works) and some algorithm to decide on one of them based on an analysis of the given map colors.
For I am no artist here is the next best* thing I found to illustrate what I am talking about: Where the Spring-solution needs to have the walls adapted to the maps height so there are no blind spots while watching from a low angle.
B: Some extendable enhancement of the existing map file format to incorporate every good of the ideas from this thread. From the ppl I think I can judge, SirArtturi would be the most competent to think about how to get a working and feature-proof implementation. Yet I dont want to lessen the ideas and implementations from ppl I can not judge that well, like knorke et al. :)
* I hate the whole Battlefield series. It fucked up my image search. Searching for 'battlefield -bf3 -"battlefield 3" sandbox -"bad company" museum' all I got was Battlefield3 and Bad Company screen shots
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