New map format - Page 7

New map format

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

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Zoombie
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Post by Zoombie »

Wow...that is a cool looking texture. very nice atmosphere.
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Buggi
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Post by Buggi »

Any inital suggestions as to what would make the process of map making easier.

Don't expect a 3D paint program, don't even ask. Holy crap that's a year of work right there.
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Das Bruce
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Post by Das Bruce »

Buggi wrote:Don't expect a 3D paint program, don't even ask. Holy crap that's a year of work right there.
Aww go on. :P
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Forboding Angel
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Post by Forboding Angel »

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..
Hey that's neat.
mufdvr222
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Post by mufdvr222 »

Here is this map as complete as it can be considering this format is actually a work in progress, if anyone is interested. 8) the maps functional, gameplay wise.
5.18mb
http://muf.222clan.com/maps/Two_seas.zip



Image

Image
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Das Bruce
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Post by Das Bruce »

I think I'll stick with the old version for now.
mufdvr222
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Post by mufdvr222 »

Das Bruce wrote:I think I'll stick with the old version for now.
I 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 :o think I might try and derive some blenders from the original versions texture. :?
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

Why does it crash when creating trees? I can't even see the new map format...
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jcnossen
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Post by jcnossen »

I 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.
You should know that for the last version I forgot to enable the layer optimization ;) So in the final version, rendering is are optimized by looking at where the blendmaps are pure white or black. Should make a difference for maps with lots of layers.

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 :)
Why does it crash when creating trees? I can't even see the new map format...
Hopefully more luck with the next version...
:roll:
mufdvr222
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Post by mufdvr222 »

Ok, thanks 8)
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jcnossen
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Post by jcnossen »

Forboding, I think your bumpmaps have a little too much contrast ;)

With:
Image

Without:
Image

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.
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Forboding Angel
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Post by Forboding Angel »

grah, that sucks. Is there no way to control it with the sm3?

It's not a big deal, I'll just ease up the rendering normals by half, that should do the trick.
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Forboding Angel
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Post by Forboding Angel »

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.
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jcnossen
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Post by jcnossen »

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.
Well they are currently blend the same way as the normal textures, what other blending would you want?
BTW when the sunlight is applied 100% to the face of a texture the bumpmap does not show up.
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)
Another thing to note is that even a short distance away the bumpmapping doesn't really show up anymore.
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.
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.
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Forboding Angel
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Post by Forboding Angel »

jcnossen wrote:
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.
Well they are currently blend the same way as the normal textures, what other blending would you want?
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 :-/
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Forboding Angel
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Post by Forboding Angel »

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:

Image

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

Image

Maybe the specular lighting is the key (meaning it's not there therefore that would be why I'm getting odd results?).
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Buggi
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Post by Buggi »

you all seem to be doing just fine without any sort of editor. :o
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Masse
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Post by Masse »

Buggi wrote:you all seem to be doing just fine without any sort of editor. :o
I WONT START MAPPING WITHOUT EDITOR ! so go back to coding :P
*grabs a whip*
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Forboding Angel
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Post by Forboding Angel »

Buggi wrote:you all seem to be doing just fine without any sort of editor. :o
If I had a feature placing editor I would be happy.
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hrmph
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Post by hrmph »

Forboding Angel wrote:
Buggi wrote:you all seem to be doing just fine without any sort of editor. :o
If I had a feature placing editor I would be happy.
Hahah. This is exactly what I told buggi too ;)

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.
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