New map format
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Hey that's neat.Neuralize wrote:"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..
Here is this map as complete as it can be considering this format is actually a work in progress, if anyone is interested.
the maps functional, gameplay wise.
5.18mb
http://muf.222clan.com/maps/Two_seas.zip



5.18mb
http://muf.222clan.com/maps/Two_seas.zip


I can`t argue with you there,Das Bruce wrote:I think I'll stick with the old version for now.



- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
You should know that for the last version I forgot to enable the layer optimizationI can`t argue with you there, Its up to seven texture layers so far, but I can merge two that use the same source texture, thats the gravel shorelines and the gravel patches throughout the grass, I had to dedicate a layer just for that adamante rock outcropping think I might try and derive some blenders from the original versions texture.

I got some problems with the feature rendering, and also have been playing a lot of Titan Quest, but I'm working on it again :)
Hopefully more luck with the next version...Why does it crash when creating trees? I can't even see the new map format...

Forboding, I think your bumpmaps have a little too much contrast 
With:

Without:

Somehow mufdvr222s map shows up white, but I haven't actually finished all the bumpmapping code yet.
The first steps are done, but it doesn't yet support any specular lighting or multipass rendering (which is required for the parts of two seas and whakamatunga with lots of different textures applied).
As weaver suggested, I'll probably be supporting textures with their own alpha channel in them, so you can use "blender=sometiledtexture" as well. I'm also going to support specular lighting through the alpha channel of the bumpmap.

With:

Without:

Somehow mufdvr222s map shows up white, but I haven't actually finished all the bumpmapping code yet.
The first steps are done, but it doesn't yet support any specular lighting or multipass rendering (which is required for the parts of two seas and whakamatunga with lots of different textures applied).
As weaver suggested, I'll probably be supporting textures with their own alpha channel in them, so you can use "blender=sometiledtexture" as well. I'm also going to support specular lighting through the alpha channel of the bumpmap.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
ok after doing some thinking... we are gonna need to be able to control blending of bumpmaps through the sm3, otherwise creating really good bumpmaps is going to be one hell of a serious pain.
BTW when the sunlight is applied 100% to the face of a texture the bumpmap does not show up. Another thing to note is that even a short distance away the bumpmapping doesn't really show up anymore.
I realize that it's not done yet, just advance notes in case they weren't noticed.
BTW when the sunlight is applied 100% to the face of a texture the bumpmap does not show up. Another thing to note is that even a short distance away the bumpmapping doesn't really show up anymore.
I realize that it's not done yet, just advance notes in case they weren't noticed.
Well they are currently blend the same way as the normal textures, what other blending would you want?ok after doing some thinking... we are gonna need to be able to control blending of bumpmaps through the sm3, otherwise creating really good bumpmaps is going to be one hell of a serious pain.
Higher ambient will make the bumpmaps invisible earlier. Bumpmap visibility might improve a lot with a little specular lighting though (which i still have to add)BTW when the sunlight is applied 100% to the face of a texture the bumpmap does not show up.
A solution might be to generate the bumpmap from a lower resolution version of the texture, so the mipmapping doesn't smooth everything away so fast. And it will reduce filesize and ingame memory use.Another thing to note is that even a short distance away the bumpmapping doesn't really show up anymore.
But in general the bumpmapping is more suited for short distance, for long distance you should really just adjust the heightmap.
In an earlier version of the renderer I had it switch bumpmapping off completely for long distance (it speeds up a lot), I'll probably support that again.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Controllable blending via the sm3. 1 being full blend, 0 being no blend. Meaning that 0.5 blend, gives me only half. ungh, I suck at explaining my mind when I'm tired :-/jcnossen wrote:Well they are currently blend the same way as the normal textures, what other blending would you want?ok after doing some thinking... we are gonna need to be able to control blending of bumpmaps through the sm3, otherwise creating really good bumpmaps is going to be one hell of a serious pain.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Crap, I forgot to mention, the normal maps are washing out the textures... Are they being converted to greyscale? Cause that's what appears to be happening.
Edit: Forgot to include screenie:

Raised the sun height to 2 from the 1.5 it was at before, this was the result:

Maybe the specular lighting is the key (meaning it's not there therefore that would be why I'm getting odd results?).
Edit: Forgot to include screenie:

Raised the sun height to 2 from the 1.5 it was at before, this was the result:

Maybe the specular lighting is the key (meaning it's not there therefore that would be why I'm getting odd results?).
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Hahah. This is exactly what I told buggi tooForboding Angel wrote:If I had a feature placing editor I would be happy.Buggi wrote:you all seem to be doing just fine without any sort of editor.

On a side note, is there any ETA to when the new map format will be included with spring?
Last edited by hrmph on 09 Aug 2006, 07:00, edited 1 time in total.