Search found 179 matches
Re: SM3
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, whic...
- 11 Dec 2009, 09:39
- Forum: Map Creation
- Topic: Features?
- Replies: 29
- Views: 1434
Re: Features?
i made some features: s3o, unittextures, tdf works fine with springmapedit but i dont want these stupid scanlines in my map Moinmoin, ein paar Fragen zu SME: Was f├╝r Scanlines? Kannst du einen Screenshot davon machen und hier reinstellen? Nutzt du ATI oder NVIDIA? ATI hat/hatte probleme mit DXT-Ko...
Re: SM3
Ok, this defeats my point...
But then again this just means there is room for optimization
But then again this just means there is room for optimization
Re: SM3
I only took a short look on current implementation, so this is nothing more than a guess: Currently even lowend graphics hardware has at least 16 TMU's. (GF8600GT) You need (2 * layers) TMUs to do the blending in a single pass. (including bump/normalmapping) This means 8 layers should be ok. If you ...
- 02 Dec 2009, 03:16
- Forum: Map Tutorials & Resources
- Topic: New Mapping Tool - "SpringMapEdit" - r321
- Replies: 391
- Views: 117750
Re: New Mapping Tool - "SpringMapEdit" - r913
1. Makes sense. (I think I left it out on purpose for easy testing stuff back then) 2. This was my first approach, but it is quite limiting: -does not allow reuse of heightmap/texturemap/featuremap Main problem is Height and LevelOverlap: Those values are valid for a single batch of tiles only. Each...
- 24 Nov 2009, 04:08
- Forum: Map Creation
- Topic: I need some help making a large map
- Replies: 7
- Views: 1746
Re: I need some help making a large map
SME: Depending on your system 32bit/64bit and your installed ram, you can increase the maximum allowed java memory inside the startup file (.bat / .sh): You need to modify: -Xmx1024m to something higher. Just make it a little lower than your installed ram, and try to use multiples of 128m: -Xmx1536m...
- 29 Oct 2009, 12:10
- Forum: Map Creation
- Topic: Stuff about Mapconv
- Replies: 12
- Views: 2910
Re: Stuff about Mapconv
I think scaling is a different story: Rotation is already stored on a per Feature basis. struct MapFeatureInfo { float3 pos; int featureType; //index to one of the strings above float rotation; }; Scale is not contained in MapFeatureInfo. Also scaling would change footprint and height too, so every ...
- 29 Oct 2009, 03:04
- Forum: Map Creation
- Topic: Stuff about Mapconv
- Replies: 12
- Views: 2910
Re: Stuff about Mapconv
Oh, did not know this. But this should be trivial to fix, as the coords are definitely handed over correctly, just the rotation has to be missing then. *looking at code* glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB,10,pos.x,pos.y,pos.z,0); glCallList(displist); Yup, just missing rotation. Tomorr...
- 27 Oct 2009, 17:17
- Forum: Map Creation
- Topic: Stuff about Mapconv
- Replies: 12
- Views: 2910
Re: Stuff about Mapconv
Rotation should work.
I use ffs.rotation=X; inside SME too.
Maybe mapconv does not set the right values?
I use ffs.rotation=X; inside SME too.
Maybe mapconv does not set the right values?
- 21 Oct 2009, 23:44
- Forum: Map Tutorials & Resources
- Topic: New Mapping Tool - "SpringMapEdit" - r321
- Replies: 391
- Views: 117750
Re: New Mapping Tool - "SpringMapEdit" - r913
Exception in thread "main" java.lang.UnsatisfiedLinkError: Cannot load 64-bit SW T libraries on 32-bit JVM This means you are still using the 32bit jvm ;) java -version should show you which version is used. JRE 64bit: https://cds.sun.com/is-bin/INTERSHOP.enfinity/WFS/CDS-CDS_Developer-Si...
- 17 Oct 2009, 14:46
- Forum: Map Releases
- Topic: New Map: DistrictWar v2
- Replies: 20
- Views: 2694
Re: New Map: DistrictWar v2
Water settings from Core Prime (greenish glow near surface) are not possible without making the sea-floor visible. Basically you: -Make the water-base color green -Use Water absorb to make it even more green and darker as it gets deeper -use waterMinColor to keep the extreme green near the surface. ...
- 17 Oct 2009, 14:32
- Forum: Map Tutorials & Resources
- Topic: New Mapping Tool - "SpringMapEdit" - r321
- Replies: 391
- Views: 117750
Re: New Mapping Tool - "SpringMapEdit" - r913
@imbaczek: I understand (used that editor myself about 10 years ago to create some RPG style maps. Unit Shops, character developement, etc.). This will be possible, but it would require a setup-file for each brushtexture, where you can specify which textures are used for given brush, including the p...
- 13 Oct 2009, 23:50
- Forum: Map Releases
- Topic: New Map: DistrictWar v2
- Replies: 20
- Views: 2694
Re: New Map: DistrictWar v2
Thx :)
The squishy look is exactly the result of those selective-blurring issues I told you about
The 2x2 tiles already exist within the 128x128 tileset. (This map uses the 64x64 set.) And yes, they look better
The squishy look is exactly the result of those selective-blurring issues I told you about
The 2x2 tiles already exist within the 128x128 tileset. (This map uses the 64x64 set.) And yes, they look better
- 13 Oct 2009, 17:35
- Forum: Map Tutorials & Resources
- Topic: New Mapping Tool - "SpringMapEdit" - r321
- Replies: 391
- Views: 117750
Re: New Mapping Tool - "SpringMapEdit" - r913
Do you have an example (image)? I don't really understand what you need O:-) Small update: r913 -don't delete .smd on export to sm2, as long as we do not handle it anyway... -Allow New Maps up tp 64x64 (Will crash with "out of memory" without 64bit support and enough RAM. Still allows for ...
- 13 Oct 2009, 17:08
- Forum: Map Releases
- Topic: New Map: DistrictWar v2
- Replies: 20
- Views: 2694
Re: New Map: DistrictWar v2
Thx :)
(also for your constructive hints :))
uploaded v2
(also for your constructive hints :))
uploaded v2
- 13 Oct 2009, 16:03
- Forum: Map Releases
- Topic: New Map: DistrictWar v2
- Replies: 20
- Views: 2694
Re: New Map: DistrictWar v1
Hmm, the only settings which do not disable other effects seem to be wavesize/speed. Those look ok imho.
Anyway, I reduced the green tint (it is still there), and changed fog color to black. This way it better fits the desolated dark city theme.
Moved images into first post.
Anyway, I reduced the green tint (it is still there), and changed fog color to black. This way it better fits the desolated dark city theme.
Moved images into first post.
- 13 Oct 2009, 15:10
- Forum: Map Releases
- Topic: New Map: DistrictWar v2
- Replies: 20
- Views: 2694
Re: New Map: DistrictWar v1
I made some dirt/rubble sea-bottom texture at first.
But after toying with watercolor I think it looks best,
if you just barely can not see the ground at all (adds illusion of unlimited depth). What do you think?
Removed Image.
But after toying with watercolor I think it looks best,
if you just barely can not see the ground at all (adds illusion of unlimited depth). What do you think?
Removed Image.
- 13 Oct 2009, 07:43
- Forum: Map Creation
- Topic: Requests
- Replies: 21
- Views: 2362
Re: Requests
AF, You could use SME and KaiserJ's Tileset to rapidly create a map you like, without it sucking right away
(Hm, I should add size options up to 64x64 (and give a warning if size in squaremeters is larger than 32x32...))
Especially 'the strip' will be a 10 minute job.
(Hm, I should add size options up to 64x64 (and give a warning if size in squaremeters is larger than 32x32...))
Especially 'the strip' will be a 10 minute job.
- 13 Oct 2009, 07:33
- Forum: Map Releases
- Topic: New Map: DistrictWar v2
- Replies: 20
- Views: 2694
Re: New Map: DistrictWar v1
I thought of making the water/sky darker, more like black. Is this what you think?
(+removing waterplanecolor)
EDIT: Hmm, green. I'll look into it.
(+removing waterplanecolor)
EDIT: Hmm, green. I'll look into it.
- 12 Oct 2009, 22:52
- Forum: Map Releases
- Topic: New Map: DistrictWar v2
- Replies: 20
- Views: 2694
New Map: DistrictWar v2
West<->East mirrored 28x20 map. Balanced for: 1vs1 2vs2 4vs4 7vs7 Metal is at 2.1 per spot (square yellow thingies). Made with KaiserJ's Tileset, SME and Gimp. http://springfiles.com/2325 http://springrts.com/phpbb/download/file.php?mode=view&id=2752 http://springrts.com/phpbb/download/file.php?...