Detailtex

Detailtex

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

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zorbawic
Posts: 107
Joined: 07 May 2006, 15:09

Detailtex

Post by zorbawic »

Is it possible to have more than one detailtex on the same map ?
(like dependable on the typemap or featuremap)

For example one detailtex for the texture underwater and a second one for the land above water level ?

edit: Actually my question is connected to the possibility of having metal patches of a higher resolution like a texture for a geo
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

texture splattering.. new map format... wait for it.
zorbawic
Posts: 107
Joined: 07 May 2006, 15:09

Post by zorbawic »

is thre a info when is it going to be released?
(that means it isnt possible in corrent map format?)
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

well, they are doing the best they can I am sure but unfortunately from what I remember the new format is being delayed because of cross platform issues.
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

yeah, apparently ATI cards have trouble with it...
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unpossible
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Joined: 10 May 2005, 19:24

Post by unpossible »

esteroth12 wrote:yeah, apparently ATI cards have trouble with it...
oh noes!
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Cheesecan
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Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

unpossible wrote:
esteroth12 wrote:yeah, apparently ATI cards have trouble with it...
oh noes!
Oh screw ATI!
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Cheesecan wrote:Oh screw ATI!
You are going to lose roughly the half of the spring players with that.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

yeah, my old, nice nVidia card was obsolete when I got my new motherboard ... I didn't check the AGP port, and when I got the 'board, my GeForce 4* (yeah, it wasn't that good :P) didn't fit

naturally, my replacement is an ATi card...

*I'm pretty sure this is what i had...
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

It would seem an awfull lot of people have ATI graphics cards myself included.
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unpossible
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Joined: 10 May 2005, 19:24

Post by unpossible »

well, asuming that most people don't consider spring when buying a card i don't see why is itsn't about a 50/50 split. just a shame that the ATI architecture is so much more trciky for the spring devs to deal with.
is it actually more complex or is it just unfamiliar with fewer tools availible?
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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

THE DEVS JUST HATE IT.

Post by Drone_Fragger »

I guess so. Dynamic watrer dunt work on my X1600 :O
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Vassago
Posts: 77
Joined: 25 Jun 2006, 00:03

Post by Vassago »

ATI driver support is lax, simple as that.

They are catching up to nvidia finally, albeit slowly.

Nvidia cards perform far better in OpenGL than ATI could ever hope for, so I don't see why people would buy ATI "for" Spring.

I'm wondering how the "next" GPU from ATI and Nvidia will be like. ATI is going to be heading towards a unified shader architexture, similar to the GPU they made for the original Xbox. While Nvidia is simply doubling the amount of pixel & vertex shaders (36 and 24, respectively).

I'm running an overclocked GeForce6800GT right now, and it runs Spring smooth as butter @ 1680x1050, even with 4xAA and 8xAF enabled.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

It's not really a different architecture or harder or anything for devs. It's just that all current devs seem to like nVidia and hence use nVidia only for their dev machines. So it's very hard to test & debug on ATI for the devs.

I'm pretty sure that if all devs used ATI, the same would have happened for nVidia cards...

Personally I like nVidia because their OpenGL&Linux support is better then ATI.
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

I'm running an overclocked GeForce6800GT right now, and it runs Spring smooth as butter @ 1680x1050, even with 4xAA and 8xAF enabled.
Is this with dynamic water? I have a 6800Ultra and get a nasty flicker when I turn it on, but the FPS are fine. What drivers are you using?
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Vassago wrote:ATI driver support is lax, simple as that.

They are catching up to nvidia finally, albeit slowly.

Nvidia cards perform far better in OpenGL than ATI could ever hope for, so I don't see why people would buy ATI "for" Spring.

I'm wondering how the "next" GPU from ATI and Nvidia will be like. ATI is going to be heading towards a unified shader architexture, similar to the GPU they made for the original Xbox. While Nvidia is simply doubling the amount of pixel & vertex shaders (36 and 24, respectively).

I'm running an overclocked GeForce6800GT right now, and it runs Spring smooth as butter @ 1680x1050, even with 4xAA and 8xAF enabled.
Well there will not be any native open gl support in Windows Vista, so who knows what the future holds for open gl which would be a shame, I prefer it over direct X.
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Cheesecan
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Post by Cheesecan »

/me adds another reason not to upgrade to Vista on his list.
zorbawic
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Post by zorbawic »

mufdvr222 wrote: Well there will not be any native open gl support in Windows Vista, so who knows what the future holds for open gl which would be a shame, I prefer it over direct X.
OpenGL will probably be emulated
zorbawic
Posts: 107
Joined: 07 May 2006, 15:09

Post by zorbawic »

back to the subject:

Image

I was thinking of making a s30 flat object textured with a metal patch-like texture that would have higher resolution than the ones on the main map texture. Considering the image above it should be possible and even easy.

Unfortunately I don't have the requiered modeling skill at all (at least not now) - im rather a mapper. Could anyone make such a flat model after prepairing the texture? This way we could have better looking metal patches without waiting for the new map format.

that flat object probably should have parameters like the rock below:

metalpatch001.tdf
[metalpatch001]
{
world=All Worlds;
description=metal_spot;
category=arm_corpses;
object=metalpatch001.s3o;
footprintx=4;
footprintz=4;
height=30;
blocking=0;
hitdensity=1000;
metal=0;
damage=10000;
reclaimable=0;
featurereclamate=smudge01;
seqnamereclamate=tree1reclamate;
}
Im not sure what some of those parameters do - correct those parameters if im wrong or somethings missing
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

we would need a transparacy channel...
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