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by nitrus
03 Jun 2005, 16:43
Forum: Map Creation
Topic: about the sm2 format......
Replies: 19
Views: 3249

The other side to this problem is load times - the majority of data in the sm2 is in a DXT1 compressed texture format - which can be loaded directly into opengl or DirectX so is reasonably fast. If we could store the sm2's in a decent, fast to extract zip file (or similar) then it'd slow the loading...
by nitrus
03 Jun 2005, 15:28
Forum: Map Creation
Topic: about the sm2 format......
Replies: 19
Views: 3249

Its easy to assume -c 0.0 to be lossless. however it depends how the uniqueness values (faststats) are worked out. The amount of information in the tile graphic is reduced from 32x32x24 bits (24576 bits) to a faststat which is 9 integers (288 bits) so its possible that some tiles might have the same...
by nitrus
03 Jun 2005, 13:29
Forum: Map Creation
Topic: I had to!! @.@;; Don't hate me.
Replies: 17
Views: 3244

... And can someone explain to me what "FastStat" does!? -Buggi Its used to hold the "uniqueness" of the tile. Its uses some stats algorythms to create a number of values like average brightness on R,G,B channels etc. The stats are then used to find an existing tile that's close...
by nitrus
03 Jun 2005, 13:14
Forum: Map Creation
Topic: New MAPCONV
Replies: 37
Views: 8906

It might be the CBitmap class having some problems with different formats. I use Paint Shop Pro for all my bitmaps and works ok. I'll investigate.. err.. those two bitmaps are the same file. :? update: I've just tried it with that bmp and works ok for me, sm2 built: test: Metal map: 256x256 - the fi...
by nitrus
03 Jun 2005, 13:13
Forum: Map Creation
Topic: about the sm2 format......
Replies: 19
Views: 3249

Re: about the sm2 format......

2 most important questions : are the sm2 files decompressable back to their original form ? and when maps are compressed, is the compression lossless ? because the program says "lower quality"....... no - the format is lossy - It would be possible to split the sm2 out into the 3 "sou...
by nitrus
23 May 2005, 15:50
Forum: Map Creation
Topic: New MAPCONV
Replies: 37
Views: 8906

I've got a map ready, but when I use your mapconv to add tree, it crash... i've got a 4096^2 texture map, 1024 metal map and 513 heightmap. Hmm - works for me.. must be something strange with the bitmaps you're feeding it. :? I noticed that trying to put tree too close to the edge of the map will c...
by nitrus
18 May 2005, 20:03
Forum: Map Releases
Topic: Green Isles v2
Replies: 11
Views: 3626

you mentioned you were lazy now I believe you. :wink:
by nitrus
18 May 2005, 12:45
Forum: Map Releases
Topic: Green Isles v2
Replies: 11
Views: 3626

alignment seems to look ok - pasted sections to (0,0) (4096,0) (0,4096) (4096,4096) Get source here: http://www.floridasun.co.uk/tas/GI_Source.zip You need v0.6 of MAPConv. cmdline I use: mapconv -l -c 2 -x 210 -n -45 -o "Green Isles v2.sm2" -m GI_V2_m.bmp -a GI_V2_h.bmp -i -e -t GI_V2_c.bmp
by nitrus
18 May 2005, 12:17
Forum: Map Creation
Topic: New MAPCONV
Replies: 37
Views: 8906

The main problem (as far as I can see) with the current format is that each map contains its own tileset which accounts for about 75%(guess) of its size . If we move that to a seperate file then multiple maps could use the same tileset (with maybe a smaller internal tileset for unique features). Onl...
by nitrus
18 May 2005, 12:04
Forum: Map Releases
Topic: Green Isles v2
Replies: 11
Views: 3626

I´d like to know how you rendered at 8096 . I thought that wasn´t possible with tertexgen ? Also I´d be interested in the Textures themselves, if you don´t mind taking all the work off me :D . You're right - Terrtexgen is limited to 4096 - so I cheated and chopped my height map into 4 a...
by nitrus
17 May 2005, 23:07
Forum: Map Releases
Topic: Green Isles v2
Replies: 11
Views: 3626

Thanks for the comments - I'm actually more of a programmer than a map designer (as you can probably tell :lol: ). I'm not going to be tweaking the map anymore, but gonna start working on some better tools for editing them. If anyone wants the source bitmaps for this map, to continue its development...
by nitrus
17 May 2005, 22:55
Forum: Map Creation
Topic: New MAPCONV
Replies: 37
Views: 8906

We need to work on a new map format, not put bandaids on the existing format. -Buggi I totally agree - hey, I was just sharing the changes to Mapconv that I used to make my life easier, a few simple changes made it work better for me (and hopefully other people too). What's the progress on the Map ...
by nitrus
17 May 2005, 17:56
Forum: Map Creation
Topic: New MAPCONV
Replies: 37
Views: 8906

As promised, MAPConv 0.6 is available: http://www.floridasun.co.uk/TAS/MapConv_v0_6.zip It combines all previous patches: allows larger than 26x26 maps No trees or grass on green of main texture new command line option "-e" to use my edge priority compression method Feature placing using t...
by nitrus
17 May 2005, 14:10
Forum: Map Creation
Topic: New MAPCONV
Replies: 37
Views: 8906

if you use 0 red 0 blue and 200green you can place trees with nitrus's mapconv but im not sure his is the one that goes beyond the 26x26 limit The last version didn't have the > 26x26 patch - but I've got that code now from CVS (thanks SJ) - so I'll do a rebuild and put it on Fileuniverse later tod...
by nitrus
17 May 2005, 14:08
Forum: Map Creation
Topic: Metalmap problems alligning
Replies: 21
Views: 5713

Looks great - are you using the original textures from OTA or have you found some decent hires replacements?
by nitrus
17 May 2005, 14:04
Forum: Map Releases
Topic: Green Isles v2
Replies: 11
Views: 3626

Green Isles v2

I've made a few improvements - thanks for the creative criticism :wink: http://www.floridasun.co.uk/TAS/Green_Isles_v2_minimap.jpg http://www.floridasun.co.uk/TAS/GreenIsles_v2_2.jpg Metal Patches look a bit better <cheers zwzsg> but still not ideal. textured at 8192 (rather than a blown up 4096) so...
by nitrus
16 May 2005, 15:50
Forum: Map Creation
Topic: Metalmap problems alligning
Replies: 21
Views: 5713

Metal map must be 2^n and not 2^n+1 no? (i've made a map and it work good like that) Yeah - I reckon you're right. Mine are probably misaligned too - but maybe because the scale is bigger (1025 rather than 257) the slight discrepancy isn't as noticable. GrOuNd_ZeRo: got any pictures showing the pro...
by nitrus
16 May 2005, 13:43
Forum: Engine
Topic: Developers, introduce yourself !
Replies: 16
Views: 2972

Editors/Tools too.. I've been tinkering around with the MAPCONV program - as you've probably seen from the MAPS forum. Started programming about 20years ago .. does that make me the oldest here? I've done almost every language from Z80 assembly to VB.NET.... not bragging - i'm an addict :( Comp Sci ...
by nitrus
16 May 2005, 11:38
Forum: Map Creation
Topic: Metalmap problems alligning
Replies: 21
Views: 5713

With Green Isles - my Heightmap and Metal map were the same size (1025x1025) the main texture was 8192x8192. And it all seemed to line up ok.

What sizes are your other bitmaps (Height and Tex)?
by nitrus
16 May 2005, 11:21
Forum: Map Releases
Topic: New Map - Green Isles
Replies: 19
Views: 3700

Yeah - you're right. This map was really a proof of concept and getting the toolset together.. I you like playing it then great - if not, play another map. I've got a load of ideas for future maps .. they'll be more balanced. I promise! :wink: Making natural looking maps that are balanced is difficu...

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