Map Features using Texture Space

Map Features using Texture Space

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Map Features using Texture Space

Post by zwzsg »

So now, with mother's mapconv, we can make maps with our very own custom "features", and that is very fine, and can really add tons to a map looks and feel.

Such features are textured 3do. I guess that if I use some new custom texture for my features, the Spring engine will store them on the same array than all the unit textures. Is that right? I know that this array of all textures is limited, that if a mod use too many textures, then it runs out of place to store texture. So, maps using custom features with customs texture further reduce that, right?

And, the most important question, if you have in your map folder a SD7 containing a map, its features, its textures, but you are currently playing another map, are the textures still loaded, and still reducing the texture place available to mods?

When we'll have 446546 maps with unsparing custom features, will downloading all of them makes us run of texture space every time?
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

Well when we introduce the new unit format each unit will have its own texture space so it will no longer be a problem. BTW Yeha seems to have problems finding someone to beta test his 3ds studio plugin for creating units in new format so if anyone is interested you should contact him.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Is 3ds free? If so Ill be happy to test stuff out. Not that anything i make in there will look good, or even work correctly, but im willing to give it a try if I can get my hands on a copy of 3ds.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

3ds isn't, gmax is. Gmax doesn't support 3ds plugins though, IIRC...

Make a Maya plugin! The Maya PLE supports plugins and is free!
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Maya support would be very handy. Im alright at using maya, and can make some decent stuff. I would make one, but I have absolutley no idea how. And if they use C++ code to do it, then im stuck.
Mad_Bovine
Posts: 4
Joined: 24 Oct 2005, 00:21

Post by Mad_Bovine »

GMax isn't being offered by Discreet anymore, they shut it down.

Although if you already have a registered copy you have nothing to fear, they just aren't letting anyone register new copies.
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