small, big

small, big

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

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cyclerboy
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small, big

Post by cyclerboy »

what is the smallest and biggest map created right now?
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smoth
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Post by smoth »

Fuck it noize is right... doh!
Last edited by smoth on 09 Jun 2006, 08:25, edited 2 times in total.
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NOiZE
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Post by NOiZE »

Epic is the biggest 40x40 (won't run properly with shadows enabled on ati cards)

tinyme or minime is the smallest by 2x2
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Molloy
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Post by Molloy »

We need more good stuff ranging from 6x6 to 12x12 or so. There are too many large maps, or stupid porc maps.
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AF
AI Developer
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Post by AF »

my computercan run spring just about, it works fine with maps such as metal walls or brazillian battlefields, yet I look for unlocked XTA games to play and it's usually one bartopia does with the 28x28 supcom map etc...
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Eaglebird
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Post by Eaglebird »

NOiZE wrote:Epic is the biggest 40x40 (won't run properly with shadows enabled on ati cards)
Anyone know why this is?
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NOiZE
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Post by NOiZE »

Eaglebird wrote:
NOiZE wrote:Epic is the biggest 40x40 (won't run properly with shadows enabled on ati cards)
Anyone know why this is?
because ATI can't handle textures above 2048x2048

and the heightmap of a 32x32 is 2048x2048... so it fails there
Last edited by NOiZE on 09 Jun 2006, 19:51, edited 1 time in total.
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Masse
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Post by Masse »

as everybody allready should know... ATI sucks :wink:
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SinbadEV
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Post by SinbadEV »

problem is, no they don't, it's just that they have made some annoying design decisions that limit what spring can do with them.
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AF
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Post by AF »

Why do we have a shadowmap for an entire map generated if we're rarely ever looking at the entire map at all? Cant the shadow map just be generated for what we're looking at?


And if we do look at the whole map I doubt we're going to see the full shadow map resolution, or if it doesnt fit we can scale it up and pretend the map is half the size?
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NOiZE
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Post by NOiZE »

make a patch
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Eaglebird
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Post by Eaglebird »

It would make sense, I think, to have the shadowmap divided up into a series of tiles, per se, and if the center of a tile is in such and such a radius of the view and taken into account whether it's zoomed in or not, it would display those tiles.

Though I don't really know how spring works that.. :?
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Cheesecan
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Post by Cheesecan »

Okay correct me if I'm wrong now but can't a Crossfire w. X1900 XTX run Epic with shadows? hell you'll need a rig like that just to run huge maps with maximum detail. Shadows just don't justify the fps drop in that case when you can up other stuff instead. AF's thinking is solid, though.
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AF
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Post by AF »

I also remember reading that Springs shadows are rendered twice over, and SJ pointed somewhere for anyone willing to change that, has that been done yet? Or is it meerly somehting of mailing list history?
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Comp1337
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Post by Comp1337 »

Molloy wrote:We need more good stuff ranging from 6x6 to 12x12 or so. There are too many large maps, or stupid porc maps.
HAY GUYS!
I did make a 1v1 8x8 map.. Give it a whirl
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Erom
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Post by Erom »

I would think rendering tiles of shadow and calculating when they were in the fov would be costly. I mean, think about all the loading/unloading as you scroll around.

Couldn't you just have spring default to a lower resolution shadowmap when running a map >32x32 on an ATI chipset?

Like make a half size and scale it up? It wouldn't be as pretty, but it would be a lot easier.
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