New map format
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New map format
See this post:
http://taspring.clan-sy.com/phpbb/viewt ... 026#112026
There is some help in the wiki: http://spring.clan-sy.com/wiki/SM3_Map_Format , which will be updated in the future as I finish the renderer.
http://taspring.clan-sy.com/phpbb/viewt ... 026#112026
There is some help in the wiki: http://spring.clan-sy.com/wiki/SM3_Map_Format , which will be updated in the future as I finish the renderer.
Last edited by jcnossen on 16 Aug 2006, 02:32, edited 1 time in total.
ooooooh 
I like how you can simply use images to make a map.
At first I got the error "maps/dry.smd not found" (when the commander was spawned) but then I made a copy of "dry.sm3" named "dry.smd" and it worked.
Seems the game stills looks for that file even when it doesnt need it?
Not sure if this not done yet or a bug:
nano-particles are light-blue, selection rectangles are black, radar isn't drawn
(windows xp, Leadtek 6800)
The lighting on one of the maps looks kinda cool, is it dynamic, ie are rising suns and stuff possible?

I like how you can simply use images to make a map.
At first I got the error "maps/dry.smd not found" (when the commander was spawned) but then I made a copy of "dry.sm3" named "dry.smd" and it worked.
Seems the game stills looks for that file even when it doesnt need it?
Not sure if this not done yet or a bug:
nano-particles are light-blue, selection rectangles are black, radar isn't drawn
(windows xp, Leadtek 6800)
The lighting on one of the maps looks kinda cool, is it dynamic, ie are rising suns and stuff possible?
- Forboding Angel
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- SwiftSpear
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The blendmap can have any power of two dimensions, equal to heightmap dimensions-1 or smaller.What size should your blend map be as opposed to your heightmap? White = full render and black = full texture alpha?
Also, can we add decals to the map? Things like roadways running along the map...
Decals will probably come later at some point. Also in cooperation with Buggi so the editor can place decals in a nice way.
Hm not sure, I'll check this out when I get home.At first I got the error "maps/dry.smd not found" (when the commander was spawned) but then I made a copy of "dry.sm3" named "dry.smd" and it worked.
Seems the game stills looks for that file even when it doesnt need it?
No, there are a lot of tradeoffs for such a thing, and I prefer fast static shadows like this to dynamic shadows actually. People still want to play spring on pre-shader hardware, and it's quite complex to implement both static optimizations for those and dynamic stuff for flexible hardware.The lighting on one of the maps looks kinda cool, is it dynamic, ie are rising suns and stuff possible?
Also the [LIGHT] section is used to generated the shadowing, but with a point light instead of a directional light which it actually is. So that might be confusing but it will change.
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Ok, at what point did you miss the fact that he's telling us about the new map format and not releasing a mapComp1337 wrote:The heightmap looks a bit... wrong. I think it needs some transparecy or just decreased brightness.

JC, got a question about the tile size. I understand that the tile size can be used to resample textures on the map... how do you set it so that it does not change the size of the textures at all? Tile size = 0?
Also, if the blendmaps are set as blend and basically acting as layers... Which ones get applied first? For example: If I'm using 15 blendmaps and I need a few of them to be applied before the others (because they overlap), does the sequence in the sm3 define the order that they are applied?
Also kids, you can use the render demo that JC posted long ago to see what your map looks like with bump mapping.
Oh damn, another point. When you archive your map, you can put everything else in seperate folders etc, but the sm3 must remain only in the maps folder inside the archive.
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It was a 'bug' in some startscripts, which had the .smd extension hard-coded. It's already fixed in SVNjcnossen wrote:Hm not sure, I'll check this out when I get home.At first I got the error "maps/dry.smd not found" (when the commander was spawned) but then I made a copy of "dry.sm3" named "dry.smd" and it worked.
Seems the game stills looks for that file even when it doesnt need it?

- Forboding Angel
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- Forboding Angel
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- Forboding Angel
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JC another question about the new format.
I know that a 2048x2048 is the max that an ATI card will handle, however, Will larger work in spring? Please tell me that that max size isn't hardcoded. THe new generation of gfx cards can do 8192. Anyway, I'm getting off point here.
Will spring run the map if it is larger that 2048x2048 and since you still ahve to add +1 pixel, will 2049x2049 break maps for ati users? Can maps on the scale of 4096x4096 (4097x4097 actual hightmap dimentions) be usable for people with nvidia cards?
I know that a 2048x2048 is the max that an ATI card will handle, however, Will larger work in spring? Please tell me that that max size isn't hardcoded. THe new generation of gfx cards can do 8192. Anyway, I'm getting off point here.
Will spring run the map if it is larger that 2048x2048 and since you still ahve to add +1 pixel, will 2049x2049 break maps for ati users? Can maps on the scale of 4096x4096 (4097x4097 actual hightmap dimentions) be usable for people with nvidia cards?
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Nobody's stopping you from adding more texture stagesDetailtex is needed for when you are up really close... it now just get blurry which doesn't look nice...

IMO it's better just to replace the snow with a higher res. texture.
This pack for example looks great: http://www.slackiller.com/downloads/cliff_textures.zip , especially when I still had the bumpmapping in it.
Not hardcoded, it's just that currently the shadow texture has a fixed ratio with the heightmap, so when the heightmap gets too big the shadow texture will be > 2048x2048Will spring run the map if it is larger that 2048x2048 and since you still ahve to add +1 pixel, will 2049x2049 break maps for ati users?
And I'm not sure how the rest of spring handles 4096x4096
Anyway, you see it still needs a lot of polishing...
Another thing is that for blend operations, the renderer optimizes when entire nodes have black or white areas on the blendmaps.