Why does no one use SM3?
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- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
- no support for mapper specified decals (which is required if mappers want to feel as free as they do with SMF)
- some bad design decisions that cause bad performance and artifacts (because too many textures are used at once)
- some bug on gf8* series, probably related to vertex buffer uploading.
- no motivation/time to rewrite and fix the above.
- some bad design decisions that cause bad performance and artifacts (because too many textures are used at once)
- some bug on gf8* series, probably related to vertex buffer uploading.
- no motivation/time to rewrite and fix the above.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Q: Why doese nobody use Sm3 ?
Because you can produce Maps that - if you have really Talent with the Textures - come close to FAs, and have smaller Filesize. But as it seems, nobody cares about Filesizie ->
Battle for Eidola Prime v01 77.59 (MB) >> 1268 Dls Forboding Angel
as long as the Map is good.
Only good thing is Bumpmapping (the oiled Plastictoylook we all need wish we could have that (and a better tilesystem)on standard Maps.. would let alot of Reasonsn vannish to use the sm3 thing...
Because you can produce Maps that - if you have really Talent with the Textures - come close to FAs, and have smaller Filesize. But as it seems, nobody cares about Filesizie ->
Battle for Eidola Prime v01 77.59 (MB) >> 1268 Dls Forboding Angel
as long as the Map is good.
Only good thing is Bumpmapping (the oiled Plastictoylook we all need wish we could have that (and a better tilesystem)on standard Maps.. would let alot of Reasonsn vannish to use the sm3 thing...
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
now, if there was an ability to crunch SM2 and SM3 together, I.E. build 1 heightmap, 1 typemap, and X texture files, and 1 Texturemap+Alpha (alpha for bumpmapping), 1 featuremap, 1 splitmap.PicassoCT wrote:Q: Why doese nobody use Sm3 ?
Because you can produce Maps that - if you have really Talent with the Textures - come close to FAs, and have smaller Filesize. But as it seems, nobody cares about Filesizie ->
Battle for Eidola Prime v01 77.59 (MB) >> 1268 Dls Forboding Angel
as long as the Map is good.
Only good thing is Bumpmapping (the oiled Plastictoylook we all need wish we could have that (and a better tilesystem)on standard Maps.. would let alot of Reasonsn vannish to use the sm3 thing...
now bear with me:
Layer 1- (Splitmap) I suppose we can call it (splits the map between SM2 and SM3)
-- 2 colors, black, white. black is SM2 White is SM3
Layer 2- (Typemap) Defined for both SM2 and SM3. if its the SM2 its the vehicle speed and all the what the crap, and SM3 it defines the texture used, bumpmapping, etc.
Layer 3- (Texturemap / PatternTextures) Colors the map, or uses textures to paint the map... good for drawing a road on a grassy map, I.E. 64x64 grass texture, and a well rounded fine tuned road on the map overlaying it.)
Layer 4- (Heightmap) duh.
Layer 5- (Metalmap) duh.
Layer 6- (featuremap) duh.
The coding to fuse the edges of SM2 to SM3 would be ... hard ... but the overall saves on texturespace + extra mapping quality = WINRAR!
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Essentially that's what you would have if SM3 supported decals... It's really not an effective system to have a millionXmillion pixle texture ever. But with decals you could paint all of the specialty stuff and just post them on the map wherever you feel like, effectively giving you the ability to texture SM3 maps in fine detail without acctually ever needing to use one giant inefficient texture.LathanStanley wrote:now, if there was an ability to crunch SM2 and SM3 together, I.E. build 1 heightmap, 1 typemap, and X texture files, and 1 Texturemap+Alpha (alpha for bumpmapping), 1 featuremap, 1 splitmap.PicassoCT wrote:Q: Why doese nobody use Sm3 ?
Because you can produce Maps that - if you have really Talent with the Textures - come close to FAs, and have smaller Filesize. But as it seems, nobody cares about Filesizie ->
Battle for Eidola Prime v01 77.59 (MB) >> 1268 Dls Forboding Angel
as long as the Map is good.
Only good thing is Bumpmapping (the oiled Plastictoylook we all need wish we could have that (and a better tilesystem)on standard Maps.. would let alot of Reasonsn vannish to use the sm3 thing...
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Well, in the short term you could do it by mapscript. However, ya, hopefully someone would make an editor to do it.mufdvr222 wrote:Of course even if the .sm3 format implementation was completed we would still be up the creek without a paddle cos there is no editor, which is essential for placing and aligning the decals.
The fact is the basic format needs the feature before the editor is plausible one way or another.
hughperkins made an editor for SM3. (no clue in what state it is though)
https://spring.clan-sy.com/svn/spring/t ... pDesigner/
https://spring.clan-sy.com/svn/spring/t ... pDesigner/