I wrote that page a few years ago, not sure if its still accurate.gajop wrote:Nuke https://springrts.com/wiki/Maps:Compiling (outdated - last update in 2012), in favor of https://springrts.com/wiki/Mapdev:Tutorial_Finalizing (less outdated)?
Search found 627 matches
- 11 Jul 2017, 10:20
- Forum: General Discussion
- Topic: Wiki: issues + quick questions/answers
- Replies: 75
- Views: 44300
Re: Wiki: issues + quick questions/answers
- 22 May 2016, 17:04
- Forum: Map Creation
- Topic: smf_tools, alpha work
- Replies: 75
- Views: 14011
Re: smf_tools, alpha work
Not that it matters, but I've found myself hacking away at this again. most mention-able thing is a pretty helper script called makemap.sh that compiles a map using a typical workflow, has an interactive menu, and will auto load the game to confirm that it works. I really should do other things, but...
- 12 May 2016, 07:08
- Forum: Map Creation
- Topic: How to compile map?
- Replies: 42
- Views: 8513
Re: How to compile map?
amen to that.gajop wrote:PS: It is my opinion that making maps shouldn't require these laborious steps that are likely to dissuade users from pursuing the work.
- 07 Feb 2016, 12:43
- Forum: Map Tutorials & Resources
- Topic: PyMapConv
- Replies: 25
- Views: 38756
Re: PyMapConv
whats your performance like?
For instance this 10kx10k photo of burning man
https://farm7.staticflickr.com/6042/627 ... b6_o_d.jpg
my 4th gen Corei7 processes this file into an smt in 40 seconds and uses under a gig of ram.. how does that compare to pymapconv?
For instance this 10kx10k photo of burning man
https://farm7.staticflickr.com/6042/627 ... b6_o_d.jpg
my 4th gen Corei7 processes this file into an smt in 40 seconds and uses under a gig of ram.. how does that compare to pymapconv?
- 23 Nov 2015, 13:46
- Forum: Map Creation
- Topic: What can be done to improve the map format?
- Replies: 5
- Views: 2364
Re: Engine level normal map support
Wished we had worked together when I was around, so much duplicated effort in map compilers/decompilers.Beherith wrote:There are some strict rules that must be adhered to when assembling the various image files for a map, and the checking of these is best left to the compiler.
- 23 Nov 2015, 13:44
- Forum: Map Creation
- Topic: What can be done to improve the map format?
- Replies: 5
- Views: 2364
Re: Engine level normal map support
What can be done to improve the map format? !invok Enetheru I think the biggest thing that could be done to improve the map format is to abolish it - the same way that improving s3o is best done by replacing it with dae. wut... o.0 I had thought a great deal about the map format yes, i tried many t...
- 03 Jul 2015, 04:48
- Forum: Map Creation
- Topic: Feature placer, goals differences issues shit I am tired of repeating.
- Replies: 11
- Views: 2117
Re: Feature placer, goals differences issues shit I am tired of repeating.
forgive my intrusion on your personal pain here for a moment. what licence did you release your code under? if no licence then a cease and desist for respective parties should have been respected. if an open licence then perhaps you misunderstood how that works. either way, good luck in letting go a...
- 03 Jul 2015, 04:39
- Forum: Map Creation
- Topic: Complex cliff geometry - can this be mapped?
- Replies: 17
- Views: 7159
Re: Complex cliff geometry - can this be mapped?
hey metalsucker, happy to collaborate on some scripting if you want, pulling the vertex positions are super easy. if you like I can share what I have already. problems you will run into is the opencolourio colour correction. it automatically changes your image data to srgb, and you want linear when ...
- 03 Jul 2015, 04:20
- Forum: Map Creation
- Topic: Complex cliff geometry - can this be mapped?
- Replies: 17
- Views: 7159
Re: Complex cliff geometry - can this be mapped?
- Matching a heightmap/diffuse void map to each feature is hard and doing it manually takes a really long time. I assume you mean the image based heightmap to geometry matching.. yes its difficult. I resolved it by not creating an image based height map. my tile sections were direct vertex position...
- 01 Jul 2015, 06:27
- Forum: Map Creation
- Topic: Complex cliff geometry - can this be mapped?
- Replies: 17
- Views: 7159
Re: Complex cliff geometry - can this be mapped?
Exact physics are impossible now, while approximations with units could work and I was looking forward to enetheru's tiling system that'd wrap it with a simple tile concept but seems that's not happening ;..; Not until I learn how to program all the things in the list above, so yeah not likely. a n...
- 01 Jul 2015, 05:12
- Forum: Map Creation
- Topic: Complex cliff geometry - can this be mapped?
- Replies: 17
- Views: 7159
Re: Complex cliff geometry - can this be mapped?
i am a poor man.
- 01 Jul 2015, 04:51
- Forum: Map Creation
- Topic: Complex cliff geometry - can this be mapped?
- Replies: 17
- Views: 7159
Re: Complex cliff geometry - can this be mapped?
its off topic, I have no willpower left for spring, except to share the knowledge i have to those who would listen.Super Mario wrote:Don't be a afraid of posting a bounty feature for this, as it appears to be reasonable new features.
- 01 Jul 2015, 03:57
- Forum: Map Creation
- Topic: Complex cliff geometry - can this be mapped?
- Replies: 17
- Views: 7159
Re: Complex cliff geometry - can this be mapped?
possible, but with caveats. Spring features dont use shaders? I remember discussing this with anarchid at some point, we were determined to use units instead. The LOD wont respect the geometry of the object so at some point there will be disconnect. unit collission will need to be sorted out somehow...
- 29 Jun 2015, 05:54
- Forum: General Discussion
- Topic: positivity boost
- Replies: 13
- Views: 4751
Re: positivity boost
Here in addition The Yak, Smoth, Enetheru (in no specific order and among others) come to my mind when I think about beautiful maps. Thank you, however I must note that I have made a total of 2 maps. so in this regard I am undeserving. Enetheru made the nice Blender heightmap tutorial video to help...
- 22 Jun 2015, 04:08
- Forum: General Discussion
- Topic: gathering feedback about people who leave spring ecossystem
- Replies: 81
- Views: 18101
Re: gathering feedback about people who leave spring ecossystem
His post was decidedly not "feedback". Plus, I've known him for a lot longer and am quite acquainted with his "feedback". Thats all well and good but from an outsiders perspective who is new to the ecosystem what does it look like? Hey! Thanks for coming in and being a giant dou...
- 22 Jun 2015, 03:35
- Forum: General Discussion
- Topic: positivity boost
- Replies: 13
- Views: 4751
positivity boost
Hi all, Please reply to this thread with an anecdote of someone doing something that you appreciated(related to spring), I'll go first. Jk , for not getting personal a while back(I didn't make it easy) and helping me work through some logic/math for my ideas. and merging my pull request... :D Behe ,...
- 22 Jun 2015, 02:51
- Forum: General Discussion
- Topic: gathering feedback about people who leave spring ecossystem
- Replies: 81
- Views: 18101
Re: gathering feedback about people who leave spring ecossystem
I guess we're calling everything "feedback" these days. Thats what feedback is.. not all of it is useful, some can be ignored, some can be used.. the point is to encourage feedback, the more people feeding back into the system the more chance you have for upgrade of users. consider this s...
- 22 Jun 2015, 02:32
- Forum: General Discussion
- Topic: gathering feedback about people who leave spring ecossystem
- Replies: 81
- Views: 18101
Re: gathering feedback about people who leave spring ecossystem
if this is the response you guys are going to give when people provide negative feedback, I don't see why anyone would bother. Its just a single persons opinion, their experience. you say more about yourself by reacting poorly. And considering you guys are devs, calling a players post silly, and per...
- 18 Jun 2015, 06:47
- Forum: General Discussion
- Topic: Alright let's talk about 3D maps.
- Replies: 65
- Views: 7808
Re: Alright let's talk about 3D maps.
Bridges and overhangs: - Don't add much to gameplay (sea and land can already cross on shallows) Regardless of the technical difficulties I don't agree with this sentiment. its like saying that raised motorways don't add anything to highway systems. or why build tunnels when you can walk over the m...
- 13 Jun 2015, 07:03
- Forum: General Discussion
- Topic: gathering feedback about people who leave spring ecossystem
- Replies: 81
- Views: 18101
Re: gathering feedback about people who leave spring ecossystem
An idea to fix the auto match for when no players are available and noobs(like me). Make AI an option for when no players are around. what i mean is that if i just want to play as fast as possible and I don't care against who, then a tickbox that will connect me to a game with AI if no real people a...