
New map format
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The HeightFuzzy values are working nowjcnossen wrote:However the autogenerated blendmaps that weaver was testing work now properly, and there is culling of terrain parts outside the camera.


With SlopeFuzzy

Without SlopeFuzzy

- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
I've uploaded a new copy of Whakamatunga Riri which has me doing a lot of fiddling around and it's even playable.
Hope this helps someone at least.
Download
http://www.yousendit.com/transfer.php?a ... 1E1FFA551C
Tried using l3dt's attributes maps for blends... Didn't really work well, which is a damn shame.
JC, why do the blendmaps have to be 512x512 for a 1024x1024 map? I thought it was supposed to be 1/4th?
Mufdvr, I havn't figured out the minimaps thing yet... JC could you shed some light on this?
Also, as an added note whakamatunga riri will look like 1337 hawt s3x when bumpmapping is implemented. That makes me happy.
Loading times for 32x32 is, well, really really really really really long. I imagine that's because I had to make the blendmaps 1024x1024 for it to actually work, meaning no more than 2 or 3 blendmaps on a 32x32 or everyone will probably take 5 minutes to load.
Anyway, after that little debacle I shrunk it back down to 16x16.
Hope this helps someone at least.
Download
http://www.yousendit.com/transfer.php?a ... 1E1FFA551C
Tried using l3dt's attributes maps for blends... Didn't really work well, which is a damn shame.
JC, why do the blendmaps have to be 512x512 for a 1024x1024 map? I thought it was supposed to be 1/4th?
Mufdvr, I havn't figured out the minimaps thing yet... JC could you shed some light on this?
Also, as an added note whakamatunga riri will look like 1337 hawt s3x when bumpmapping is implemented. That makes me happy.
Loading times for 32x32 is, well, really really really really really long. I imagine that's because I had to make the blendmaps 1024x1024 for it to actually work, meaning no more than 2 or 3 blendmaps on a 32x32 or everyone will probably take 5 minutes to load.
Anyway, after that little debacle I shrunk it back down to 16x16.
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
Hey, I got it to work! I just had to disable 3D trees.
So, I did some testing with my FX5200, 1 gig of RAM, and 2.8 Ghz Pentium proccessor:
sm2 version of Forboding's map got down to 18 FPS when it was zoomed out all the way.
latest sm3 version of Forboding's map was much higher when zoomed out and zoomed in, but right at the normal playing distance got down as low as 12 FPS. However, it looked much better than the sm2 version, and had a much lower filesize.
So, I did some testing with my FX5200, 1 gig of RAM, and 2.8 Ghz Pentium proccessor:
sm2 version of Forboding's map got down to 18 FPS when it was zoomed out all the way.
latest sm3 version of Forboding's map was much higher when zoomed out and zoomed in, but right at the normal playing distance got down as low as 12 FPS. However, it looked much better than the sm2 version, and had a much lower filesize.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
I'm starting to think that it would be prudent to have a large texture repository that gets distributed with spring, so that therefor all you need is a folder with the map name in the maps folder to hold the blendmaps and the sm3 in the maps directory.
New mappers would have an upload location that would cause the texture to get dumped in with all the rest (preferably seperated into type folders).
THis needs some forethought to work out correctly.
New mappers would have an upload location that would cause the texture to get dumped in with all the rest (preferably seperated into type folders).
THis needs some forethought to work out correctly.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
The more I play with the new map format the more I like it. I'm learning it by converting splintered tropics (see progress below). In the future will we be able to splat textures based on gradient as well as location? (Like have a texture applied where a gradient is equal too, above or below a number within a certain area(blendmap))? This is basically how L3DT works. Because as it is now for certain textures I have to get the blendmaps via L3DT which means a lot of unnecessary processing time.

(And yes that is the riverdale grass, and No I don't intend on using it in the final version
)

(And yes that is the riverdale grass, and No I don't intend on using it in the final version

- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Ooooh you bastard! I stole that riverdale grass fair and square!
Edit: Umm, how do I get water in my maps in the new format? What did I miss?
Edit#2: My normal map for riverdale grass looks like uber hawt sex, you might wanna leave it in. It's a beautiful texture.
Speaking of riverdale, I claim the right to redo it with the new format. I was supposed to do it in the old format (had gotten permission from Secure), but honestly, my comp had some serious issues with the source files... 1 gig psd can become a bit of a bitch.
Edit#3: Son of a bitch! Thats my sand too! I hate you.
BTW that looks really really really nice. I suggest leaving in all those textures, it will look absolutely hawt sex beautiful when bumpmapping is implemented.
Edit: Umm, how do I get water in my maps in the new format? What did I miss?
Edit#2: My normal map for riverdale grass looks like uber hawt sex, you might wanna leave it in. It's a beautiful texture.
Speaking of riverdale, I claim the right to redo it with the new format. I was supposed to do it in the old format (had gotten permission from Secure), but honestly, my comp had some serious issues with the source files... 1 gig psd can become a bit of a bitch.
Edit#3: Son of a bitch! Thats my sand too! I hate you.
BTW that looks really really really nice. I suggest leaving in all those textures, it will look absolutely hawt sex beautiful when bumpmapping is implemented.



For water I had to set the HeightOffset to a negative number. The HeightScale and HeightOffset numbers dont work exactly like how mapconv compiling was. I had to add about a hundred or more height to get it to the same level.
Actually while working on this I kept thinking "I bet FA is going to remake Riverdale in the new format, its gunna be sweetness"

Ahh, I wanted to ask you, whats your method for creating the bumpmap images in photoshop?
Yes you can do that now, my texture blending in this thread is showing that system (and the bugs which we'll squish soon).hrmph wrote:The more I play with the new map format the more I like it. I'm learning it by converting splintered tropics (see progress below). In the future will we be able to splat textures based on gradient as well as location? (Like have a texture applied where a gradient is equal too, above or below a number within a certain area(blendmap))? This is basically how L3DT works. Because as it is now for certain textures I have to get the blendmaps via L3DT which means a lot of unnecessary processing time.
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- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
I'm guessing that's with terrain deformations on. Don't you get lower memory usage without deformations? And might it not be a good idea to have an option in the .sm3 file to disable deformations (if we don't have that already)?jcnossen wrote:With optimization I might reduce it to 20 bytes per heightmap pixel though. It's a tradeoff between what you calculate on loading, and what you calculate realtime.
And I was thinking, what range of values can a heightmap pixel take with deformations? I'm pretty sure you can set higher and lower bounds on the values by some basic calculations (such as: "if we have this amount of landmass, and put it all on this spot, its max height will be X, and the minimum height of the surroundings will be Y").
But maybe I'm talking nonsense here :-).
Whoot,, its primative but it works,, I need to add another texture layer for that rocky outcrop near the narrows in the centre,,. Can we get a "lowpass=" 1= yes 0= no tag added for the heightmap? thats why the waters edge looks so bad me thinks, and the terrain is a little teraced which is exactly what would happen to this map in the old format if I forgot to lowpass the heightmap.
Screens



Screens



Last edited by mufdvr222 on 02 Aug 2006, 13:43, edited 2 times in total.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Fun with Blendmaps!



http://www.bestsharing.com/files/ms0018 ... ri.7z.html
Ok this contains proper folders with both maps. And a new version of whakamatungariri.
With evergreenhaven I realized that It is possible to do random texturing like terragen with just a randomized alpha texture (check out noiseblend for an example).
It's really pretty neato.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
I decided that I was capable of doing better, so I had l3dt do an attributes map... New screens and new download link...



http://www.yousendit.com/transfer.php?a ... 2D0836FB06



http://www.yousendit.com/transfer.php?a ... 2D0836FB06
"ruck"
http://www.yousendit.com/transfer.php?a ... 777CF101C3
Just drop in maps directory.
Here, I've used the blendmaps to do visable metal patches for me..
Feel free to use any of the textures for your own maps..


http://www.yousendit.com/transfer.php?a ... 777CF101C3
Just drop in maps directory.
Here, I've used the blendmaps to do visable metal patches for me..
Feel free to use any of the textures for your own maps..

