Suggestion for the new-new-map-format

Suggestion for the new-new-map-format

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

Moderator: Moderators

User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Suggestion for the new-new-map-format

Post by Caydr »

Can we please, please, PLEASE have a way to set the water height in the SMD file? This would make the map making process SO much faster.
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

that would be a nice option. It's a pain (not a big one, but still a pain) to have to figure out max and min heights and what grey is the waterline....
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

umm just a note, not sure if this will help or not but...

if you compile your maps at
max height 300 and min -100

set your regular ground color at

r 81
g 81
b 81

you will get a perfect height above waterline. Anything black on your heightmap will be in water.

Just a technique I have used before and it works rather well, but it is neither a rule or law, possibly a simple guideline to help?
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

oh damn sorry for the double post but I forgot to agree...

Setting water height in smd would be a godsend.
User avatar
Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

Good idea it would be a nice addition, but will it ever happen?

With that in mind...

I've been thinking of making some more mapping tools, the ability to change the water height on an already compiled map would be good place to start.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

maelstorm made some nice program for determine the waterheight.

which can be found here:

http://www.fileuniverse.com/?p=showitem&ID=1726
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

It could be implemented as an offset function in sharpmap, that's probably easier than putting it actually in the map format.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

arg, I forgot to mention that prog noize. It is a very nice tool, but it is only a bandaid, imo.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

I can see why it'd be hard to implement, after all it would mean having to instruct the engine to re-path a map even when there haven't been any changes made to it, or know to look for a specific tag...

I've not used Sharpmap, it's been "out of date" since before I started making maps. If it allowed you to dynamically see how high the water would be on a given map (ie, you adjust a slider and in realtime the water level rises on a minimap which is based on your heightmap), that would be more than good enough.
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I'm making my terrain renderer avaiable in a DLL to sharpmap. The plan is that buggi loads it and that would allow him to use a sortof WYSIWYG view inside sharpmap... this makes check water levels a lot easier too ofcourse...
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

I'm really confused... Is there going to be another mass re-release of maps?!
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

No, not unless they feel like it. I believe that is has already been said that the current map format will still be compatible.
User avatar
Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Curses, I vote for a purge! We must burn it all down and rise from the ashes!
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Forget about that, I'm looking towards the new new new map format!
User avatar
Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

Post by Slamoid »

Ok, I'm confused... Won't the new format make map sizes like way bigger? And my main concern: Will there be multi-layered heightmaps?
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

From what I've seen, if anything maps will be far smaller.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Yeah, maps will have a few textures (1024x1024 I assume, with detail textures defined most likely? Probably something to that effect) which are repeated across the map and layered. An alpha map will tell the engine how much to blend the layers together. It's basically the same approach many other engines use (dawn of war, the unreal engine, etc) for terrain.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Spring just keeps getting better and better, i can't thank the devs enough. 8)
User avatar
Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

Post by Slamoid »

Sounds good, but how about platforms? Things like bridges going over land and water, like static meshes in UE. Will those be implamented?
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

No it's just a new rendering/texturing method, no actual gameplay changes. (Bridges would require changing pathfinding/los and other unit AI code).
Post Reply

Return to “Engine”