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Posted: 29 Aug 2007, 09:09
by Neddie
That is a dark texture, we don't seem to run into it with dark textures regardless.

Posted: 29 Aug 2007, 13:22
by Atorpy
Hi Neddiedrow,
neddiedrow wrote:That is a dark texture, we don't seem to run into it with dark textures regardless.
Okay, here's a brighter texture:

Image
(clicky for large version)

Cheers,
Aaron.

Posted: 29 Aug 2007, 15:39
by Forboding Angel
Aaron, you are amazing.

I apologize htat I haven't been as helpful in the past month or so, but I'm getting married and I have a 14 month old son, so finding time to make maps is pretty scarce. :-(

Which is actually One reason I wanted that batch, was just so out of 10 maps generated I'm sure there would be several I could use, and it should save me some time.

Posted: 29 Aug 2007, 15:42
by AF
Why are these l3dt generated maps not on ym monitor with units running around?!?!?!?!?!?!

Posted: 29 Aug 2007, 15:51
by Forboding Angel
Well for one thing, l3dt spring map plugin isn't quite finished yet (getting close tho). One interesting thing is, when the next version gets released it's including like 6-8 (can't remember how many I sent off total) of my climates, so right out of the box, making a map will be relatively simple. Also, because l3dt does not suffer from the retardedness that plagues mapconv, we can actually make OMGWTFHUGE maps. I'm thinking a 64x64 would be made of win. ;p Even though no one would be able to run it, that and the fact that it would be over 100 megs to dl.


Meh, I have the itch to beat picasso. Previously I had a map larger than epic (even tho it sucked) so I never released, but then picasso came over and blew me away with his monstrosity.

Posted: 29 Aug 2007, 16:55
by AF
You also get rid of the steppyramid problem mapconv gives when using greyscale images as the file format stores the heights as 32bit floating point numbers.

Posted: 29 Aug 2007, 18:40
by aGorm
Does this mean ill have to finaly start using l3dt?? :( Man...

aGorm

Posted: 29 Aug 2007, 19:07
by Forboding Angel
technically you don't have to use l3dt for the texture as you can import the texture from photoshop if you really wanted to...

Glass dreams was done all in l3dt except I exported to photoshop so I could put more bumpmaps in it.

Posted: 29 Aug 2007, 20:03
by Neddie
Thank you, Aaron. Hurm, so it is a Mapconv issue. How much is a license for L3DT and do you accept Visa?

How much larger would it make the map files, without the tile comparison step?

Posted: 29 Aug 2007, 20:29
by Forboding Angel
neddiedrow wrote:Thank you, Aaron. Hurm, so it is a Mapconv issue. How much is a license for L3DT and do you accept Visa?

How much larger would it make the map files, without the tile comparison step?
Yes he accepts VISA

Not much larger, cause mapconv's comparison methods suck.

Posted: 29 Aug 2007, 20:36
by Dragon45
Atorpy wrote: Okay, here's a brighter texture:

Image
(clicky for large version)
that pic is secks

maek map now

Posted: 29 Aug 2007, 22:19
by Tobi
AF wrote:You also get rid of the steppyramid problem mapconv gives when using greyscale images as the file format stores the heights as 32bit floating point numbers.
16 bit integers actually.

Posted: 29 Aug 2007, 22:28
by Forboding Angel
Tobi, l3dt stores it as 32bit, but (assuming I remember what I'm talking about as this is a paraphrase from aaron) when it finally hits smf it's 16bit.

Posted: 29 Aug 2007, 22:33
by Tobi
I was assuming AF was talking about the .SMF file format yeah, if not then it may be anything :-)

Posted: 29 Aug 2007, 23:55
by Neddie
Alright, I've bit the bullet, made my payment, and intend to use the program more in future.

Of course, now I need to learn high-res texturing. Shouldn't take too long!

Posted: 30 Aug 2007, 00:08
by Neddie
Wow, that was prompt! Thanks, Aaron!

Posted: 30 Aug 2007, 00:40
by Atorpy
Hi All,

For those interested, I have written a tutorial for making Spring maps with the L3DTio_Spring plugin:

http://www.bundysoft.com/wiki/doku.php? ... ring:aaron
Forboding Angel wrote: One interesting thing is, when the next version gets released it's including like 6-8 (can't remember how many I sent off total) of my climates, so right out of the box, making a map will be relatively simple.
In the current 'release candidate' of L3DT 2.5b, I've included Forboding's Greenworld, Desertworld and Mars climates. I didn't include all 8 climates in the installer, but I'll be sure to put them up in the climate repository for those who want to use them.
neddiedrow wrote: How much larger would it make the map files, without the tile comparison step?
I'll have to check what the numbers were and get back to you. Regarding the desert map I showed above; it was a 1024x1024x heightfield and 8k x 8k texture, which crunched down to a 29Mb SD7 file. The generation time for the map itself was about 30 minutes (I used low texture anti-aliasing). However, the export to SMF/SMT took well over an hour, because the SMT plugin at the moment doesn't hardware-accelerate the DXT1 texture compression stage. If you want hardware-acceleration, I've uploaded an SSE2 version to the page linked below, but I've not tested it extensively (read: it may have bugs).

http://www.bundysoft.com/wiki/doku.php? ... l3dtio_smt

(installation instructions are on that page)

Cheerio,
Aaron.

Posted: 30 Aug 2007, 00:46
by REVENGE
Thanks Aaron.

Btw, you wouldn't be [CSG]Aaron would you? :shock:

Posted: 30 Aug 2007, 01:17
by Dragon45
Forboding Angel wrote: I apologize htat I haven't been as helpful in the past month or so, but I'm getting married and I have a 14 month old son, so finding time to make maps is pretty scarce. :-(
im resisting the urge to make jokes about FA procreating


i laev thread nao kekek

Posted: 30 Aug 2007, 02:19
by Neddie
So, a 16x16 with a complex texture should come out to just under thirty MB? Hurm... if I simplify my textures, I might be able to get that as low as 18, which is acceptable for the size and mass consumption.

Forb is becoming (It is a process which never ends, I hear) a good father, I'm quite sure. I just hope that he can adapt as fast to family affairs as he does to a collapsing ally in a high-stakes game.