New map format - Page 10

New map format

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

Moderator: Moderators

User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Er pardon me, but i havent been keeping full track of this thread.


Was the supercool ground going to be an enable/disable option like the reflective units?
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

There is a check box in "settings.exe" to disable shaders.


Image
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Will that disable just map shaders or unit shaders as well?
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

WOW, simply WOW. I am amazed! This looks so friggin nice! When map mapkers get to know this better and learn to make maps using this format, taking advantage of all the features, i think the results will be even dramatically better.

Afterall, creating maps is a art in itself and you cannot master an art without practising.

edit: i have a quite old GFX card GF 6800GT and i set the max texturing stages to 20 and it still runned as fast as the old map format! Impressive 8)
Bare in mind, the first time i run the exe it took some 3 minutes of work in the beckground to launch the program, but after the first time it launches as fast as the normal version of the spring.exe
Is there some precalculations done only once going on or why did this happen ?
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Dragon45 wrote:Will that disable just map shaders or unit shaders as well?
I don`t know :(
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

hawkki wrote:WOW, simply WOW. I am amazed! This looks so friggin nice! When map mapkers get to know this better and learn to make maps using this format, taking advantage of all the features, i think the results will be even dramatically better.

Afterall, creating maps is a art in itself and you cannot master an art without practising.

edit: i have a quite old GFX card GF 6800GT and i set the max texturing stages to 20 and it still runned as fast as the old map format! Impressive 8)
Bare in mind, the first time i run the exe it took some 3 minutes of work in the beckground to launch the program, but after the first time it launches as fast as the normal version of the spring.exe
Is there some precalculations done only once going on or why did this happen ?
Same as when you install new versions of spring, it spends some time thinking when you first load the exe.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Yeah that's because it recreates archivecache.txt (ie. opens all archives to look whats inside them and caches that info, can take a while if you've lots of maps).
User avatar
mastermat
Posts: 33
Joined: 13 Mar 2006, 12:57

Post by mastermat »

i appologise for my lazyness, and ignorance, but i saw the metal heck screenies, and was speechless for a short while. and then when my brain started working again i began wondering why there isn't a link to download the new shiny version.

is it to do with the map format only working with the upcoming spring release, or is there some other reason i am missing.

if there are no reasons for a link not being provided for the new metal heck, pretty please would you post it so i have a nicer map to look at while my units die
User avatar
BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

the file is avaible somewhere, jcnossen, post a link?

Posting the map would be great, Forbiden!
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

mastermat wrote:i appologise for my lazyness, and ignorance, but i saw the metal heck screenies, and was speechless for a short while. and then when my brain started working again i began wondering why there isn't a link to download the new shiny version.

is it to do with the map format only working with the upcoming spring release, or is there some other reason i am missing.

if there are no reasons for a link not being provided for the new metal heck, pretty please would you post it so i have a nicer map to look at while my units die
You do realize it is just a preview of what the maps will look like. Atleast when i installed and tested it i coud not start a game, it said just no sync response from hawkki. An that was trying to start a single player game. So i could look at the new map, but could not play on it.
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

hawkki wrote:WOW, simply WOW. I am amazed! This looks so friggin nice! When map mapkers get to know this better and learn to make maps using this format, taking advantage of all the features, i think the results will be even dramatically better.

Afterall, creating maps is a art in itself and you cannot master an art without practising.
There's some tools that we currently don't have that could help alot with the new format... In it's current version it's neat but a bit unwieldy for doing certain things.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

BvDorp wrote:the file is avaible somewhere, jcnossen, post a link?

Posting the map would be great, Forbiden!
Ya I'll post metalheck and Whakamatunga Riri when I get home from work... Btw, it's Forboding :lol:

Umm, at present the new map format is away from the main branch, which means it's missing a lot of stuff, and honestly in it's current states, you won't be able to sync with anyone uness I'm mistaken.

Ya know, I did some looking, and I was thinking that it wasn't so great to have just 1 texture tiled all over metal heck, then I looked at the original... It's just 1 tiled texture unless I missed something. I was suprised that I had never noticed that.
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Forsaken is a little wrong, the new map format is integrated into the TRUNK, so it's not a branch. ;)

And what else would you use for a metal map? It's not like people play metal maps for their beauty. Heck, speedmetal uses 3 different textures! MUAHAHAH!!

How about an urban map!? :D
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Forboding Angel wrote:
BvDorp wrote:the file is avaible somewhere, jcnossen, post a link?

Posting the map would be great, Forbiden!
Ya I'll post metalheck and Whakamatunga Riri when I get home from work... Btw, it's Forboding :lol:

Umm, at present the new map format is away from the main branch, which means it's missing a lot of stuff, and honestly in it's current states, you won't be able to sync with anyone uness I'm mistaken.

Ya know, I did some looking, and I was thinking that it wasn't so great to have just 1 texture tiled all over metal heck, then I looked at the original... It's just 1 tiled texture unless I missed something. I was suprised that I had never noticed that.
Use texture splatting of similar textures to give a more randomized feel then any of the OTA maps had. Features, also features, it's a metal map anyways so people won't go nuts over reclaiming. Metal heck is exactly the kind of map that will benefit from the new format.
Zagupi
Posts: 99
Joined: 26 Jul 2006, 11:50

Post by Zagupi »

Whoa, specular maps! I've got to learn this stuff too, someday.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Buggi wrote:Forsaken is a little wrong, the new map format is integrated into the TRUNK, so it's not a branch. ;)
I hate you :P
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Oh man! Don't be a hater! I was wondering if you would see that.

You should know that I've been quitely admiring your maps, they have a natural beauty that is pretty amazing, especially in this new format. Though, I'm anxious to see an urban map :D
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Buggi wrote:Oh man! Don't be a hater! I was wondering if you would see that.

You should know that I've been quitely admiring your maps, they have a natural beauty that is pretty amazing, especially in this new format. Though, I'm anxious to see an urban map :D
I'm skurred to do an urban map :P Not sure I have the patience for it. I wanna do a rusted metal map first (Prolly port Oxigen11). I have some really cool ideas to make metal maps fun and I wanna try them out. I may do a rural map (along the lines of county crossing)... Come to think of it, I should port county crossing over(it's my own map btw :P ). I always liked that map.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Ok, here is whakamatunga riri and metalheck. Neither are really done and I apologize for that, but I am doing a lot of map dev work and my day completely omgwtfpwned me so I didn't take out my random crap.

The random crap may be of use to some people. All the textures have normals maps for them as well.

http://www.bestsharing.com/files/ms0019 ... ps.7z.html
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Good, now I can pinch that rock texture :P
Post Reply

Return to “Map Creation”