New map format
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- 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
Updated screenie. Wow, the new lighting options are absolutely superb. Totally kick in the nuts stuff.
http://img85.imageshack.us/img85/2553/screen234im7.jpg
@Muf, it shouldn't cause ATI any issues that I am aware of. I myself am on nvidia, but all the new stuff is within ATI specs afaik.
http://img85.imageshack.us/img85/2553/screen234im7.jpg
@Muf, it shouldn't cause ATI any issues that I am aware of. I myself am on nvidia, but all the new stuff is within ATI specs afaik.
Well I need to see a post from an ATI user to confirm this, I have completely un-installed spring and done a clean re-install and then dumped the contents of the "spring-sm3-v4.zip" into my spring directory and it still won`t load the map unless I turn off the specular stuff.
Thats where Im at right now,, later on I will post screens of my directories for you to look at
thanks for your patience 
unless I can get it to work for me theres not much point in myself persisting with this format any further which is bloody disappointing
These shots may help


Thats where Im at right now,, later on I will post screens of my directories for you to look at


unless I can get it to work for me theres not much point in myself persisting with this format any further which is bloody disappointing

These shots may help


I get a comparable error on windows (with nvidia): "failed to build vertex shader"
last part of infolog (seems inconsistent / cut off?)
This happens both with 0.72b1 data plus the -v4 zip, and also if I replace the shaders with the shaders from SVN.
It doesn't seem to matter which settings I use, only "use no shaders for sm3 maps" does work (obviously).
On Linux, it doesn't work either
but there it's because DevIL somehow can't load the images (didn't yet get it far enough to test shaders). in LoadHeightmapFromImage() the file is succesfully opened but the ilLoad returns an error. After adding some code to show iluErrorString(ilGetError()); the error appears to be "png library error", even tho everything else on my install can perfectly fine read PNGs (and AFAIK it all uses the same libpng).
Obviously I converted the heightmap to .bmp and to .jpg and tried again, .bmp failed to load too without a meaningfull error message, .jpg did load, but then it couldn't load the typemaps
. The conversion trick didn't seem to work on those
Also note that in all cases the binary did open the file succesfully, but it was ilLoad that was bailing out.
This linux thing could very well be a DevIL or CFileHandler bug tho, I'll investigate some more another time.
EDIT: After installing 91.31 nvidia drivers it changes to a "failed to build fragment shader" error. Last piece of infolog.txt:
EDIT 2: got it, need to set SM3MaxTextureStages to 5, I suggest you try lowering that config value too mufdvr222
last part of infolog (seems inconsistent / cut off?)
Code: Select all
initializing terrain node shaders...
Vertex shader build succesfully.
Using EXT_framebuffer_object
Shader failed to compile, showing info log:
It doesn't seem to matter which settings I use, only "use no shaders for sm3 maps" does work (obviously).
On Linux, it doesn't work either

Obviously I converted the heightmap to .bmp and to .jpg and tried again, .bmp failed to load too without a meaningfull error message, .jpg did load, but then it couldn't load the typemaps


Also note that in all cases the binary did open the file succesfully, but it was ilLoad that was bailing out.
This linux thing could very well be a DevIL or CFileHandler bug tho, I'll investigate some more another time.
EDIT: After installing 91.31 nvidia drivers it changes to a "failed to build fragment shader" error. Last piece of infolog.txt:
Code: Select all
initializing terrain node shaders...
Vertex shader build succesfully.
Using EXT_framebuffer_object
Vertex shader build succesfully.
Shader failed to compile, showing info log:
You really shouldn't have to do that with an 7800. It is even worse than "don't use shaders on sm3 maps" and switches to the absolute ugliest mode of rendering. It's also been a while since I tested it, so I'm not exactly sure what happens there :)EDIT 2: got it, need to set SM3MaxTextureStages to 5, I suggest you try lowering that config value too mufdvr222
Maybe the nvidia linux drivers are older than the windows ones?
mufdvr222: It should work on ATI, but indeed it might be an ATI problem right now. I'll test it on another pc with a Radeon.
Thanks for testing everyone!
Read my posts a bit better (and also check my PM), that was on Windows with 91.31 drivers. On Linux I dont even get that far because DevIL doesn't want to load the files.
EDIT: hm now I got it working here with SM3MaxTextureStages at 20. I wonder what's I changed in between.
(it could be that I didn't test the shaders of the zip with the 91.31 drivers)
EDIT 2: MinGW build of SVN HEAD fails the same way as Linux build.
EDIT: hm now I got it working here with SM3MaxTextureStages at 20. I wonder what's I changed in between.
(it could be that I didn't test the shaders of the zip with the 91.31 drivers)
EDIT 2: MinGW build of SVN HEAD fails the same way as Linux build.
Possibly the DevIL versions used on MSVC/MinGW are different versions / configured differently, or gcc is stricter in some way that breaks ilLoad()... anyway, I'll find out sometime.
About the issue on Windows, indeed my old drivers (84.XX IIRC) borked with "vertex program error", no matter whether I used trunk or -v4 shaders, the 91.31 drivers bork with "fragment program error" with trunk shaders and work fine with -v4 shaders. So I should just use compatible stuff together
Looks great btw!
About the issue on Windows, indeed my old drivers (84.XX IIRC) borked with "vertex program error", no matter whether I used trunk or -v4 shaders, the 91.31 drivers bork with "fragment program error" with trunk shaders and work fine with -v4 shaders. So I should just use compatible stuff together

Looks great btw!
True, but look at Crysis, it has a 16 million Euro budget and still looks plasticky.bamb wrote:the specular things still look more like plastic than steel, just like in all games.![]()
I still like this though. And I guess much of the shininess is due to the textures or blendmaps or whatever in this case. I'm sure you can have parts of the map shiny (as in wet rock) and some parts dull and without any specularity at all (as in sand).
I'd love it if maps could be made with a more gritty, dusty look too them, but specularity is useful and nice, so hey, great job :D
Actually if people want to attempt their own stuff, mappers are free to include their own "shaders/terrainFragmentShader.glsl" in the map archive, so in theory you could completely modify the lighting model for a particular map. (But preferably after I debugged the thing for radeons)
AFAIK basically all games use the blinn or phong lighting model, which looks a bit like plastic. Find me a good lighting model that doesn't require more than a normalmap and I'll implement it :)
mufdvr222: My radeon gives the same error, so at least we know what causes it now.
AFAIK basically all games use the blinn or phong lighting model, which looks a bit like plastic. Find me a good lighting model that doesn't require more than a normalmap and I'll implement it :)
mufdvr222: My radeon gives the same error, so at least we know what causes it now.