Violence 4.2: lava shader improvements and bugfixes

Violence 4.2: lava shader improvements and bugfixes

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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Violence 4.2: lava shader improvements and bugfixes

Post by The Yak »

Image
A 5 way FFA with hover-playable lava. Mainly designed with Zero-K in mind, and includes some terrain for features specific to it. Should play well in any game.

Violence 4.2
-more lava shader fixes and improvements
-fixed crystal rings blocking fire

Download: http://springfiles.com/spring/spring-maps/violence

Image

All the issues with lavasplosions should be fixed now thanks to help from FLOZi.

Lava Gadget is now GPL. If all goes well I plan on releasing it as a drop-in package so people can easily use it their own maps.

This has been my most ambitious map to date and I couldn't have done it without everyone that helped turn this into a polished and (hopefully) bug-free release. Thanks to all who contributed.

Violence 4.0/4.1
-new texture to reduce eye strain
-crystal ring features by Anarchid

Violence 3.2
-updated lava gadget to 2.2

Violence 3.1:
-updated lava gadget to 2.1
Violence 3:

-new sinc compressed detailtex splats and settings used
-fixed lavasplosions for all games
-lava adds damage over time, as opposed to instant death
-workaround for waterdamage affecting hovers in spring 94.1.1+
-skybox modified
-lava gadget is now licensed under GPL

Violence 2:

-fixes by Anarchid to lava shader
---working edge glow
---fixed grid colors with Zero-K

-new no-advmapshading detailtex
-new crystal detailtex
-new dark lavatex
-removed source files
-added skyreflectmod tex
-added lava ambient sfx widget
-geovents

Violence 1 beta: Initial Release

Credits:
Made by The_Yak
Knorke, Beherith - Lava gadget
Audionautics, e__ - Lava SFX from freesound.org
lava texture - mavrosh
Atmosphere from Gehenna Rising
Kloot - Hover waterdamage workaround
Anarchid - Crystal ring features
Last edited by The Yak on 11 Aug 2015, 20:44, edited 7 times in total.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Violence 2; 5-Way FFA lavamap

Post by FLOZi »

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Silentwings
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Re: Violence 2; 5-Way FFA lavamap

Post by Silentwings »

Lavasplosions are still black with BA
Is there anything BA can do or is it an engine issue?
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Violence 2; 5-Way FFA lavamap

Post by Beherith »

Here is a small tip that add a great deal of sharpness to any ssmf map:
Compress the splat detail textures with nvdxt with the following command:
nvdxt.exe -file splattextures.tga -Sinc -u8888 -quality_highest
-Sinc uses a Lanczos filter to calculate the mip levels, and it sharpens them just fine without any artefacting. Spring uses the -Box filter when it generates mips engine side, this is less than optimal. (you can see the results side-by-side by comparing it with Windows Texture Viewer and hitting the left-right arrow keys to view individual mips.

-u8888 means it wont use dxt compression, which is important, because dxt3 usually looks ugly in the red channel.

This will result in a 33% file size increase, but may decrease load times as the engine does not have to generate mips at load times.

The -Sinc filter can be used for all dds textures to increase mip sharpness. (Mapconv does it too)
About the map:
For me, the lava shader seems to not work under 94.1.1.1382, but it does work in 91, and the skyreflectex is too strong and results in heavy reflective banding all over the map.
The reflectivity on the metal patches is amazing.
The lava looks amazing, but could use extending to an infinite plane.

Code: Select all

[ArchiveScanner] Warning: Archive C:\Users\Peti\Documents\My Games\Spring\maps\violence_2.sd7: The cost for reading a 2nd-class meta-file is too high: Gamedata/explosions/lavaburst.lua
[ArchiveScanner] Warning: Archive C:\Users\Peti\Documents\My Games\Spring\maps\violence_2.sd7: The cost for reading a 2nd-class meta-file is too high: Gamedata/resources_map.lua
EDIT:
This is how it looks in latest engine develop:
Image

EDIT: in latest engine-develop, hovers get damaged over lava.

EDIT: I felt the overall noise in the SSMF hid too much of the beautiful underlying texture, and was mildly distracting, so I recommend:
SplatTexScales =0.006 0.006 0.002 0.006;
SplatTexMults = 0.6 1 0.8 0.8;
SINC compressed splats:
http://beherith.eat-peet.net/stuff/viol ... t_sinc.dds

EDIT N+1: Massive congrats on mastering shaders, makes you feel all-powerful, no? ;)
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Anarchid
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Re: Violence 2; 5-Way FFA lavamap

Post by Anarchid »

I think i'm going to do some more hacking on that gadget though:
- make it start drawing stuff on init instead on frame zero, so map doesn't stay without lava during countdown
- make the edge glow additive (for this map with the dark texture) instead of multiplicative (which results in this faint gray glow on dark tex). Kinda like this:
Image

(then switch it back to multi and put into zk lavarise)

And possibly find a way to cheaply blur the glow a bit, so that a) steep cliffs get more glow b) there's less visible pixelation due to engine's $heightmap being lower-reso than previously used included heightmap texture.
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Beherith
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Re: Violence 2; 5-Way FFA lavamap

Post by Beherith »

There are a few serious new tricks you can pull the map_gbuffer stuff coming in 95 by Kloot. http://springrts.com/wiki/Lua_OpenGL_Api#Textures
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The Yak
Posts: 351
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Re: Violence 2; 5-Way FFA lavamap

Post by The Yak »

Here is a small tip that add a great deal of sharpness to any ssmf map:
Compress the splat detail textures with nvdxt with the following command:
Thanks, added.

Added the splat settings as well
For me, the lava shader seems to not work under 94.1.1.1382, but it does work in 91
Works for me on latest develop with ZK but not BA. I think it's due to the game breaking change with gadget handler here: http://springrts.com/phpbb/viewtopic.ph ... 01#p547251
EDIT: in latest engine-develop, hovers get damaged over lava.
It appears in latest engine that hovers take waterdamage, possible engine bug?


Thanks to help from FLOZi, lavasplosions have now been fixed for all games:
Image
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Beherith
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Re: Violence 2; 5-Way FFA lavamap

Post by Beherith »

Have you tried BA-test version? Its quite ready for 95.
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Silentwings
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Re: Violence 2; 5-Way FFA lavamap

Post by Silentwings »

Works for me on latest develop with ZK but not BA. I think it's due to the game breaking change with gadget handler here: viewtopic.php?p=546701#p547251
Be more specific please - the gadgethandler used by BA-svn should be fully compatible with latest spring dev versions.

Iirc (e.g. this bit may be nonsense) someone (maybe nixtux?) looked at this and realized there were missing textures somewhere and ZK was including them (and BA not) even though they were really map related.
It appears in latest engine that hovers take waterdamage, possible engine bug?
Afaik this was intentional - a quick gadget with UnitPreDamaged could prevent it.
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The Yak
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Re: Violence 2; 5-Way FFA lavamap

Post by The Yak »

Beherith wrote:Have you tried BA-test version? Its quite ready for 95.
I didn't actually consider looking for a BA test version, lol. Tried it out with test-1771, it's all good now, lava loads fine, explosions too. :-)
Afaik this was intentional - a quick gadget with UnitPreDamaged could prevent it.
Yes this is actually a feature I've learned, so it will have to be worked around with a gadget.
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The Yak
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Re: Violence 3: Featuring fixed lavasplosions and hover dama

Post by The Yak »

Violence 3 now up
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qray
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Re: Violence 3: Featuring fixed lavasplosions and hover dama

Post by qray »

Nice map :-)
Thanks for all the work!
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The Yak
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Re: Violence 3: Featuring fixed lavasplosions and hover dama

Post by The Yak »

update 3.1:
-updated lava gadget to 2.1

this improves lavasplosions and fixes partially see-through units if /luashaders off
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jK
Spring Developer
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Re: Violence 3.1: Improved lavasplosions and /luashaders off

Post by jK »

there is something wrong with you spawned CEGs, rendering projectiles takes 30% cputime cause something is wrong with the projectiles drawRadius and so nearly all projectiles get rendered even offscreen ones.


PS: drawRadius = (particleSpeed + particleSpeedSpread) * (particleLife * particleLifeSpread);
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The Yak
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Re: Violence 3.2: Lava extended beyond map edges

Post by The Yak »

new version for updated lava gadget, see this thread: http://springrts.com/phpbb/viewtopic.php?f=23&t=31159
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The Yak
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Re: Violence 4.1: New texture and features

Post by The Yak »

ARISE
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qray
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Re: Violence 4.1: New texture and features

Post by qray »

Very nice update ! I like the new texture :-) definitely easier on the eyes. (for some reason I noticed now for the first time how shiny the ground is...)
And the feature metal spot crystals fit the theme really well!

Unfortunately I get here errors from the lava gadget (run with BA 8.15 and 98.0 engine) :

Code: Select all

[f=0002137] Error: LuaRules::RunCallIn: error = 2, GameFrame, [Internal Lua error: Call failure] [string "LuaRules/Gadgets/lava2.1.lua"]:249: attempt to perform arithmetic on global 'lavaLevel' (a nil value)
stack traceback:
	[string "LuaRules/Gadgets/lava2.1.lua"]:249: in function 'GameFrame'
	[string "LuaRules/gadgets.lua"]:838: in function <[string "LuaRules/gadgets.lua"]:836>
	(tail call): ?
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Anarchid
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Re: Violence 4.1: New texture and features

Post by Anarchid »

And the feature metal spot crystals fit the theme really well!
Funfact: they were made for this map initially, but i dragged making them for so long that Yak stopped caring.
Then i lost the texture.
Then i remade the texture and decided to reuse them for Coag :P
So now their rightful beneficiary gets to wear them: Violence!
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The Yak
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Re: Violence 4.2: lava shader improvements and bugfixes

Post by The Yak »

updated
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