jK wrote:So you aren't checking for duplicates at all?
This destroys the whole idea behind smt ...
1. increases filesize _a lot_ 2. loadtimes are increased a lot 3. runtime performance decreases a lot
-> nobody should ever release such a created map
clearly there is some misunderstanding here.
The idea of feeding in fully formed maps and duplicating data in the smt from duplicate tile references is very stupid as you have pointed out, i'm surprised you would attribute me of being this dense.
The design of smf_tools is to allow creating smt's of different tile size(read: more artist friendly tilesize). you would build the smt directly from unique tiles.
You use those tiles in a separate tool to create the map like tiled(previously linked) its a completely different workflow.
When I bring back duplicate tile detection then it will be useful for giant renders, but thats not the focus right this minute, after all we already have tools to do that, whats the point in writing a new one?
This is about tile based terrain, actual tile based terrain, not sub-optimal compression of giant renders.
I really wish i could either chat in person, or something. its kind of hard to explain the beauty of the whole situation, and how its fully backwards compatible, and opens up more options to explore.
if you have the time browse this video, its sort of where i'm headed with this:
https://www.youtube.com/watch?v=9cCbXJsWe5o
imagine fully ssmf ready tiles, which gives you a base to work from, full shading, height, typemap whatever.
load that up in gajop's editor or blender or whatever and customise the heightmap, or typemap or texture, and only save the differences in an additional smt and map unique portions.
you have a base tileset that acts as a module like springfeatures does, then you only keep the differences in your own map.
you would define tilesets as "worlds", and maps as unique places on that world..
its kind of a large project, but its totally doable, and doesnt break compatibility with any existing stuff, and lots of low hanging fruit in pieces that can be done incrementally. which is good for a guy like me with average coding skills. just takes time.