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Posted: 20 Aug 2007, 03:34
by Quanto042
Fail Format is fail. Simple as that.
Time to go back to the drawing board, and abandon SM3 all together

Posted: 20 Aug 2007, 03:45
by SwiftSpear
Quanto042 wrote:Fail Format is fail. Simple as that.
Time to go back to the drawing board, and abandon SM3 all together

Or like, fix it. Design wise it's an incredibly nice format. It's just broken.
Posted: 20 Aug 2007, 04:22
by smoth
it is a good format just broken as hell. I still maintain for natural maps sm3 is superior if it was fixed. Since so few of you make maps that require more then a tiling texture I believe sm3 will make your maps many times nicer.
Posted: 20 Aug 2007, 08:32
by REVENGE
SwiftSpear wrote:Quanto042 wrote:Fail Format is fail. Simple as that.
Time to go back to the drawing board, and abandon SM3 all together

Or like,
FIXIT.
Posted: 20 Aug 2007, 10:39
by smoth
rather then just spout fixit revenge, why don't you start learning code. There is no way I am playing with code that causes my machine to have a system stop error unless you people plan to pay for my damaged hardware.
Posted: 20 Aug 2007, 11:38
by Masure
@the ones who know about map code :
Is the SM3 spring code is really hard to get ? I can't figure how hard would be that work.
Posted: 20 Aug 2007, 11:55
by smoth
there is a map on unknown files:

Posted: 20 Aug 2007, 12:04
by Masure
The author says it's 100% working. When I read the topic, I thought SM3 map code were buggy. What does it mean at the end ?
Posted: 20 Aug 2007, 12:16
by SwiftSpear
Masure wrote:The author says it's 100% working. When I read the topic, I thought SM3 map code were buggy. What does it mean at the end ?
Forb can only tell you it works for him... After all, he's forb.
Posted: 20 Aug 2007, 12:37
by Masure
Interesting I'll test it this evening.
Posted: 20 Aug 2007, 13:13
by jcnossen
- no support for mapper specified decals (which is required if mappers want to feel as free as they do with SMF)
- some bad design decisions that cause bad performance and artifacts (because too many textures are used at once)
- some bug on gf8* series, probably related to vertex buffer uploading.
- no motivation/time to rewrite and fix the above.
Posted: 20 Aug 2007, 13:38
by mufdvr222
Here is another working sm3 map beta.
http://muf.222clan.com/pass.7z

Posted: 20 Aug 2007, 18:05
by NOiZE
jcnossen wrote:- no motivation/time to rewrite and fix the above.
T_T
Posted: 20 Aug 2007, 23:19
by SwiftSpear
NOiZE wrote:jcnossen wrote:- no motivation/time to rewrite and fix the above.
T_T
Agreed

Posted: 21 Aug 2007, 18:05
by PicassoCT
Q: Why doese nobody use Sm3 ?
Because you can produce Maps that - if you have really Talent with the Textures - come close to FAs, and have smaller Filesize. But as it seems, nobody cares about Filesizie ->
Battle for Eidola Prime v01 77.59 (MB) >> 1268 Dls Forboding Angel
as long as the Map is good.
Only good thing is Bumpmapping (the oiled Plastictoylook we all need

wish we could have that (and a better tilesystem)on standard Maps.. would let alot of Reasonsn vannish to use the sm3 thing...
Posted: 21 Aug 2007, 18:43
by LathanStanley
PicassoCT wrote:Q: Why doese nobody use Sm3 ?
Because you can produce Maps that - if you have really Talent with the Textures - come close to FAs, and have smaller Filesize. But as it seems, nobody cares about Filesizie ->
Battle for Eidola Prime v01 77.59 (MB) >> 1268 Dls Forboding Angel
as long as the Map is good.
Only good thing is Bumpmapping (the oiled Plastictoylook we all need

wish we could have that (and a better tilesystem)on standard Maps.. would let alot of Reasonsn vannish to use the sm3 thing...
now, if there was an ability to crunch SM2 and SM3 together, I.E. build 1 heightmap, 1 typemap, and X texture files, and 1 Texturemap+Alpha (alpha for bumpmapping), 1 featuremap, 1 splitmap.
now bear with me:
Layer 1- (Splitmap) I suppose we can call it (splits the map between SM2 and SM3)
-- 2 colors, black, white. black is SM2 White is SM3
Layer 2- (Typemap) Defined for both SM2 and SM3. if its the SM2 its the vehicle speed and all the what the crap, and SM3 it defines the texture used, bumpmapping, etc.
Layer 3- (Texturemap / PatternTextures) Colors the map, or uses textures to paint the map... good for drawing a road on a grassy map, I.E. 64x64 grass texture, and a well rounded fine tuned road on the map overlaying it.)
Layer 4- (Heightmap) duh.
Layer 5- (Metalmap) duh.
Layer 6- (featuremap) duh.
The coding to fuse the edges of SM2 to SM3 would be ... hard ... but the overall saves on texturespace + extra mapping quality = WINRAR!
Posted: 22 Aug 2007, 03:46
by SwiftSpear
LathanStanley wrote:PicassoCT wrote:Q: Why doese nobody use Sm3 ?
Because you can produce Maps that - if you have really Talent with the Textures - come close to FAs, and have smaller Filesize. But as it seems, nobody cares about Filesizie ->
Battle for Eidola Prime v01 77.59 (MB) >> 1268 Dls Forboding Angel
as long as the Map is good.
Only good thing is Bumpmapping (the oiled Plastictoylook we all need

wish we could have that (and a better tilesystem)on standard Maps.. would let alot of Reasonsn vannish to use the sm3 thing...
now, if there was an ability to crunch SM2 and SM3 together, I.E. build 1 heightmap, 1 typemap, and X texture files, and 1 Texturemap+Alpha (alpha for bumpmapping), 1 featuremap, 1 splitmap.
Essentially that's what you would have if SM3 supported decals... It's really not an effective system to have a millionXmillion pixle texture ever. But with decals you could paint all of the specialty stuff and just post them on the map wherever you feel like, effectively giving you the ability to texture SM3 maps in fine detail without acctually ever needing to use one giant inefficient texture.
Posted: 22 Aug 2007, 04:20
by mufdvr222
Of course even if the .sm3 format implementation was completed we would still be up the creek without a paddle cos there is no editor, which is essential for placing and aligning the decals.
Posted: 22 Aug 2007, 05:20
by SwiftSpear
mufdvr222 wrote:Of course even if the .sm3 format implementation was completed we would still be up the creek without a paddle cos there is no editor, which is essential for placing and aligning the decals.
Well, in the short term you could do it by mapscript. However, ya, hopefully someone would make an editor to do it.
The fact is the basic format needs the feature before the editor is plausible one way or another.
Posted: 22 Aug 2007, 10:02
by Tobi
hughperkins made an editor for SM3. (no clue in what state it is though)
https://spring.clan-sy.com/svn/spring/t ... pDesigner/