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by Beherith
07 Aug 2019, 12:31
Forum: Help & Bugs
Topic: UPSPRING
Replies: 7
Views: 347

Re: UPSPRING

When you edit models with upspring, make sure the two textures are also present (as files) next to the s3o. Avoids a lot of headaches.
by Beherith
02 Apr 2019, 17:29
Forum: Map Creation
Topic: MapConv(NG) for Windows crash on big map sizes
Replies: 30
Views: 3548

Re: MapConv(NG) for Windows crash on big map sizes

I have 64bit, otherwise I couldn't even compile these maps either :)
by Beherith
31 Mar 2019, 12:41
Forum: Map Creation
Topic: MapConv(NG) for Windows crash on big map sizes
Replies: 30
Views: 3548

Re: MapConv(NG) for Windows crash on big map sizes

103.0 and 104.1-104 and up all crash for me with failed to allocate memory (have 16gb) :(
by Beherith
29 Mar 2019, 08:20
Forum: Map Creation
Topic: MapConv(NG) for Windows crash on big map sizes
Replies: 30
Views: 3548

Re: MapConv(NG) for Windows crash on big map sizes

EpicLawn crashes for me as well :(
by Beherith
28 Mar 2019, 15:17
Forum: Map Creation
Topic: MapConv(NG) for Windows crash on big map sizes
Replies: 30
Views: 3548

Re: MapConv(NG) for Windows crash on big map sizes

Isnt a 64x64 heightmap resolution 64*64*(64*64)*4byte merely 64 MB? The texture on the other hand is gonna get huge quick, with DDS compression it is still about 1GB (as engine decompresses tiling) So out of lulz, i managed to compile a 96x96 map with the command line version of pymapconv, but haven...
by Beherith
25 Mar 2019, 14:49
Forum: Map Creation
Topic: MapConv(NG) for Windows crash on big map sizes
Replies: 30
Views: 3548

Re: MapConv(NG) for Windows crash on big map sizes

64x64 failed, 60x40 succeeded, thats all i know for now :(
by Beherith
21 Mar 2019, 16:43
Forum: Map Creation
Topic: MapConv(NG) for Windows crash on big map sizes
Replies: 30
Views: 3548

Re: MapConv(NG) for Windows crash on big map sizes

PyMapConv now has a 64bit binary supporting extreme map sizes (no installation required) built on:
https://github.com/Beherith/springrts_smf_compiler
by Beherith
21 Mar 2019, 11:20
Forum: Help & Bugs
Topic: mapconv, mapconv & mapconv
Replies: 10
Views: 1102

Re: mapconv, mapconv & mapconv

I know its not fully cross-platform, but a windows binary for pymapconv is now available at the github repo. pymapconv.exe https://github.com/Beherith/springrts_smf_compiler/commit/3c3d051d7619044239c2619193e058456397156e Edit, since its 64bit, it now supports very very large maps (tested 60*40 and ...
by Beherith
17 Jun 2018, 14:22
Forum: Map Creation
Topic: MapConv(NG) for Windows crash on big map sizes
Replies: 30
Views: 3548

Re: MapConv(NG) for Windows crash on big map sizes

That metalmap error was throw because metalmap is traditionally the red channel of 8bit rgb bmp e.g metalmap[row,col][0]. Use 8bit rgb metal map instead of 8bit greyscale.
by Beherith
28 May 2018, 10:33
Forum: Map Creation
Topic: Base map package
Replies: 3
Views: 771

Re: Base map package

Is this deprecated or just outdated?
viewtopic.php?f=56&t=26028
by Beherith
27 May 2018, 22:53
Forum: Map Creation
Topic: Base map package
Replies: 3
Views: 771

Base map package

I see there have been recent advancements w.r.t. lua mapdefs, lua metal spots, geo widgets, custom shaped startboxen, dynamic player start positions, and anything else I may have overlooked. I plan on updating a few of my more popular/outdated maps, and I would like for someone to link me to a map t...
by Beherith
27 May 2018, 08:59
Forum: Map Creation
Topic: Faking steep cliffs
Replies: 19
Views: 3953

Re: Faking steep cliffs

Nope, purely my own.
by Beherith
23 May 2018, 15:29
Forum: Map Creation
Topic: Faking steep cliffs
Replies: 19
Views: 3953

Re: Faking steep cliffs

Check edger.py in this zip (like 700MB) , license: PD

http://imolarpg.dyndns.org/spring/alter ... onghold.7z
by Beherith
23 May 2018, 14:00
Forum: Map Creation
Topic: Faking steep cliffs
Replies: 19
Views: 3953

Re: Faking steep cliffs

Let me leave this here. Post if you want the code that does it.

viewtopic.php?f=13&t=32228

Image
by Beherith
19 May 2018, 08:28
Forum: Map Releases
Topic: Enceladus
Replies: 17
Views: 2422

Re: Enceladus

Anyhow, this is how far I got with the changes, as i feel it is better to share results than to let them bitrot on my hdd.
(tweaked splats and lighting, more tweaks since last screenshot)

http://imolarpg.dyndns.org/spring/enceladus_1.sdd.7z
by Beherith
14 May 2018, 21:58
Forum: Balanced Annihilation
Topic: BA genetics or what makes BA fun.
Replies: 2
Views: 792

Re: BA genetics or what makes BA fun.

I was never able to put my finger on why I found BA to the best RTS for me, or why Ive spent several thousand hours on it. But you make some interesting arguments.
by Beherith
12 May 2018, 20:12
Forum: Map Creation
Topic: Really nice trees, could they replace engine default ones?
Replies: 33
Views: 4959

Re: Really nice trees, could they replace engine default ones?

Added the license.

Found a really nice technique for making efficient and pretty foliage for regular trees.

The trick with the normals is superb :)

Image
by Beherith
10 May 2018, 19:34
Forum: Map Releases
Topic: Enceladus
Replies: 17
Views: 2422

Re: Enceladus

Silentwings, I dont quite understand what you mean. Could you elaborate?
by Beherith
10 May 2018, 18:31
Forum: Map Releases
Topic: Enceladus
Replies: 17
Views: 2422

Re: Enceladus

I tried to match the screenshot. Better/worse?

Masterful use of specular on your side :)

Image

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