Until then can we not make it so we could allow multiple versions of a map that are functionally equivilant but have different numbers of layers?
e..g we could mark a set of layers as non-important, and thus they-ll get rendered on faster machines, without leaving lower end machines out in the cold, or machines under heavy stress.
I'm thinking of a new terrain texture quality slider, filtering out layers the mappers flagged as unimportant , and downsampling textures
I highly disagree. The load isnt all that big, and my 3 year old gfx card has no trouble running it on high quality.
Would everyone please do me a favor and test the map I uploaded? It uses 5 2k*2k textures in 4 blend operations (also 2k*2k blendmaps).
using tilesize=16 for grass stuff it looks even nicer, can't do the same for rock or you see the tiles when zooming out, would need more rock mixing like you did for grass to hide them, and yes the bumpmapping is not working
Would everyone please do me a favor and test the map I uploaded? It uses 5 2k*2k textures in 4 blend operations (also 2k*2k blendmaps).
Runs fine ~400fps.
Btw, your blendmap res is way to high. Isn't the whole point of SM3 to save texture memory to allow larger maps? I reduced them to 256x256, which gives the same result ingame. (I think)
Question: Are SM3 maps still required to be square?
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