.:New SM3 Map:. Narrow_Passage-v01.SM3

.:New SM3 Map:. Narrow_Passage-v01.SM3

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

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Forboding Angel
Evolution RTS Developer
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.:New SM3 Map:. Narrow_Passage-v01.SM3

Post by Forboding Angel »

This map is only using 3 texture layers in SM3, which means on most machines it should run REALLY REALLY FAST!

First complete SM3 map made for spring (to my knowledge-Mufdvr or weaver may have 100% completed theirs, but I'm not sure they ever released them. If so, my claim is bogus, not that it actually matters...). Everything is there and 100% working. As you can see from the shots, the groudplates in BA don't show up properly, but all will be fixed in the next version of spring.

The majority of the metal is in the lowlands. Don't forget to run your boi! ;P


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Last edited by Forboding Angel on 20 Mar 2007, 09:45, edited 1 time in total.
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Zoombie
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Post by Zoombie »

That is a narrow passage. It's nice to see a glut of new EE oriented maps.
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smoth
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Post by smoth »

funny I get 37 fps on this map.
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jcnossen
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Post by jcnossen »

Thanks, this motivates me to do some more sm3 bugfixing...
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Neddie
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Post by Neddie »

jcnossen wrote:Thanks, this motivates me to do some more sm3 bugfixing...
Hurrah! Now, let me convince Forboding to make more!
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LathanStanley
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Post by LathanStanley »

looks ALOT better than the "in-process" one I was playing with earlier... :wink:
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zwzsg
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Post by zwzsg »

I get about 70-80 FPS when zoomed very in, and 120GPS when zoomed very out. Also, I have a disturbing out of focus blur effect when zoomed in. [pic]

It's strange that this map works fine while Argh's Urban_V1 lags me like hell.
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knorke
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Post by knorke »

works very nice for me with around 110 fps when only the commander is around.
(amd with 2.08 MHZ, 1GB ram, 6800 Leadtek)

escpecially the sides of the cliffs look nice, the bright sand seems a bit boring.
Also, I dont really notice a difference when I change the sm3 settings slider, neither in graphics or performance :?:

When zoomed in very close it looks blured (like on zwsg's picture) but I think thats because there is no detail texture? From normal RTS distance it looks fine.
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Peet
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Post by Peet »

zoomed out, I get my usual ~10 fps. Zoomed in, ~1.
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knorke
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Post by knorke »

ha, buy this then:
Image
the one with the gay magician on the package.
you can also unlock additional pixelpipelines (or something) with some tool and then its supposed to be as good as the GT version.
/e
there are two cards on the picture, but one is enough.
iam happy ive actually bought something that seems to work with almost all games :-)
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Mecha Sonic
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Post by Mecha Sonic »

This map has black stuff all over it for me, when I zoom in a bit it shows the texture, but zoomed out it's all black. Is there a way to fix it? I have an FX 5500
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smoth
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Post by smoth »

crappage, you machine can barely run spring, I am pretty sure sm3 is currently beyond your pc's capabilities.
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Blah64
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Post by Blah64 »

this map doesn't even work for me, just crashes
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rattle
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Post by rattle »

Works fine and slow as usual on my cardboard PC. None of the sm3 maps have had issues yet, probably because I can't use shaders. None of them look good either, because I can't use shaders... I need to upgrade. :(

On a sidenote, is there no detail texture anymore? Or does the bump mapping which I can't see do that instead?
knorke wrote:amd with 2.08 MHZ
You just beat me.
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jcnossen
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Post by jcnossen »

On a sidenote, is there no detail texture anymore? Or does the bump mapping which I can't see do that instead?
There are multiply and add operations (instead of interpolation with blendmaps), which could be used to make a detail texture layer. It hasnt been tested for a very long time though.
Tbh, I think just high-res textures work better: detail textures are only well visible at short distance and still require an extra layer at long distance, whereas for high-res textures the hardware will mipmap the detail away without any cost.
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Forboding Angel
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Post by Forboding Angel »

Rattle, even without shaders it doesn't look bad considering I baked normal maps onto the textures as well as the blend being there.
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Cabbage
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Post by Cabbage »

Am i the only one who thinks of ------- surfaces covered in flour and half empty bowls of cake mix when they see the word 'blend'? :?
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overkill
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Post by overkill »

no, you are not
mufdvr222
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Post by mufdvr222 »

Cabbage wrote:Am i the only one who thinks of ------- surfaces covered in flour and half empty bowls of cake mix when they see the word 'blend'? :?
Thats the "GroundSpecularColor" tag at work I think, if the values are too high the ground takes on that plastic/oily look.
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Forboding Angel
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Post by Forboding Angel »

Actually, there is no specular lighting on the map. I set the value that high because it breaks specular lighting and the map looks much better as a result. Which, btw, is the main reason it runs better than argh's sm3 map.

Guys, there is no detail tex on sm3 maps, so therefore, it's gonna look like crap 2 feet from the ground. That should be very obvious...

Take a 256x256 texture, resize to 1024x1024, doesn't look very pretty does it? Same principle applies.
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