What can be done to improve the map format?

What can be done to improve the map format?

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

Post Reply
User avatar
Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

What can be done to improve the map format?

Post by Anarchid »

Split from viewtopic.php?f=12&t=34024&p=574309#p574235. (Silentwings)
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.
User avatar
Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Engine level normal map support

Post by Silentwings »

Unfortunately that doesn't result in an improvement unless it is replaced with something.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Engine level normal map support

Post by Beherith »

Anarchid, that is a very ignorant statement. The main advantage offered by the current smf is the dxt1 compression of the map texture. This 8:1 compression is what makes it possible to have smaller map files, and to make the map texture fit into smaller gpu's. Performing this compression each time the map is loaded takes a few minutes, and distributing the raw texture files is size prohibitive.

Also, ive made an smf decompiler and a python smf compiler (the latter is unreleased as of yet) that allows quick edits to be made on a map without any in depth knowledge about the mapping format.

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.
User avatar
enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

Re: Engine level normal map support

Post by enetheru »

Anarchid wrote:
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 times to put it into text but it always got lost in translation. i believe this thread is about normal maps being used for features yes?

I'd be happy to discuss all the thought I have put into the map format and ways to fix its technical debt accumulated over the years. The technical debt must be paid and robustly. but abolishing the map format isn't the right pathway IMHO. it needs an evolution.
User avatar
enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

Re: Engine level normal map support

Post by enetheru »

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.
Wished we had worked together when I was around, so much duplicated effort in map compilers/decompilers.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: What can be done to improve the map format?

Post by PicassoCT »

small- non-sim impacting "features"- drawn by the graphicscard only
a better way for features to integrate into the terrain (referential hint to my hue shader)
anarchids volumetric fog, with every map (and configureable to be snowstorms, fogs, dessertstorms, steaming terrain.. whatever)
animateable selfilumination
ability to draw "decal" textures into the maps masked via vector graphics and blend them
sharp feature edges for mountain cliffs - as done by beherith.

Ironically most of this features are allready there, just not streamlined- or half given up midway.

Have fun talking
Post Reply

Return to “Map Creation”