Search

Search found 179 matches

by Frostregen
11 Dec 2009, 18:48
Forum: Engine
Topic: SM3
Replies: 211
Views: 35300

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...
by Frostregen
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...
by Frostregen
10 Dec 2009, 18:36
Forum: Engine
Topic: SM3
Replies: 211
Views: 35300

Re: SM3

Ok, this defeats my point...
But then again this just means there is room for optimization ;)
by Frostregen
10 Dec 2009, 18:04
Forum: Engine
Topic: SM3
Replies: 211
Views: 35300

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 ...
by Frostregen
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...
by Frostregen
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...
by Frostregen
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 ...
by Frostregen
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...
by Frostregen
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?
by Frostregen
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...
by Frostregen
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. ...
by Frostregen
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...
by Frostregen
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 ;)
by Frostregen
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 ...
by Frostregen
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
by Frostregen
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.
by Frostregen
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.
by Frostregen
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.
by Frostregen
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.
by Frostregen
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?...

Go to advanced search