New 16 player FFA map - Mearth V2 - Page 2

New 16 player FFA map - Mearth V2

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Pxtl
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Re: New 16 player FFA map - Mearth V2

Post by Pxtl »

If there is epic tiling, why is Mearth 55 megs? I mean, I know it's a huge map, but 55 megs is a lot. Is that just because of all the non-tileable blended areas?
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Beherith
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Re: New 16 player FFA map - Mearth V2

Post by Beherith »

Pxtl wrote:If there is epic tiling, why is Mearth 55 megs? I mean, I know it's a huge map, but 55 megs is a lot. Is that just because of all the non-tileable blended areas?
There are 16 texture layers blended all around the map, Im used to making very detailed textures on smaller maps, where size rarely becomes such an issue. The tiling is largely mitigated by the default detail texture, but you lose a bit of detail with that.

Epic tiling is quite relative tho, for me its enough that tiling is visible, because I know what the texture looked like before compression.
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SirArtturi
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Re: New 16 player FFA map - Mearth V2

Post by SirArtturi »

Pxtl wrote:If there is epic tiling, why is Mearth 55 megs? I mean, I know it's a huge map, but 55 megs is a lot. Is that just because of all the non-tileable blended areas?
I have understanding that tiling doesnt much affect on the size, but rather the decompression and loading time... It is just the size of the map that matters. If you look at the sizes of big maps even fugly maps, you see that they are huge in filesize...

So... Stop bitching about the filesizes if you want big maps !
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Pxtl
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Re: New 16 player FFA map - Mearth V2

Post by Pxtl »

Kernel Panic maps are generally only one or two textures and tile very nicely. For example:

http://spring.jobjol.nl/show_file.php?id=199

Map dimentions: 16 X 12
fize: 64.14 KB

Seriously, tiling helps.

Now, I wasn't going to bring up the filesize, but beherith said it was really well-tiled so I was surprised at the large filesize.
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SirArtturi
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Re: New 16 player FFA map - Mearth V2

Post by SirArtturi »

Pxtl wrote:Kernel Panic maps are generally only one or two textures and tile very nicely. For example:

http://spring.jobjol.nl/show_file.php?id=199

Map dimentions: 16 X 12
fize: 64.14 KB

Seriously, tiling helps.

Now, I wasn't going to bring up the filesize, but beherith said it was really well-tiled so I was surprised at the large filesize.
Oh, I see... Well what comes to mearth. There are actually no possibility that compression would tile up the texture since it has so many layers of textures blended up on each other.

This is when, yet again it becomes a matter of choosing between good look or small size... And hell yea, I'd pick good look. There are already too many shitty looking maps.(Not pointing out to this kernel panic map mentioned, since it has a specific style of being what it is...)
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Beherith
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Re: New 16 player FFA map - Mearth V2

Post by Beherith »

Mosh pit is only 5 layers in wiced, same mapconv compression ratio, same texture size (450mb) and yet it compresses to half the size of Mearth while still having no visible tiling.
Goes to show.
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Gota
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Re: New 16 player FFA map - Mearth V2

Post by Gota »

How is it,that most supcom maps take less than 10 megs yet look decent.
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smoth
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Re: New 16 player FFA map - Mearth V2

Post by smoth »

different technologies
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Gota
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Re: New 16 player FFA map - Mearth V2

Post by Gota »

was a rhetorical question.
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Pxtl
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Re: New 16 player FFA map - Mearth V2

Post by Pxtl »

Gota wrote:How is it,that most supcom maps take less than 10 megs yet look decent.
Lower resolution, better tools. Want something that generates heavily-tiled maps that look good? Write it yourself.
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smoth
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Re: New 16 player FFA map - Mearth V2

Post by smoth »

Tiling doesn't work how you guys think it does. The mapconverter does not pick up repeating patterns as it should and has almost jpg level of bad compression. even if you make a map with 1 pattern on it, the compressor will make several tiles for that one tile pattern when it really should only be one. Higher compression settings do not result in better tiling, it only results in more lossy tiling. Using a reptitive texture also does not do much as again the compressor will still use several tiles for what should be 1.


if you want a better map format find someone who can fix sm3 otherwise stop with the incorrect assumptions on the current map format. Sure repeating patterns reduce the texture size, they also look like ass and they are not truly detected properly. It is not worth the loss of quality.
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Beherith
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Re: New 16 player FFA map - Mearth V2

Post by Beherith »

Smoth, does it even pick it up more often if the texture is, say, a multiple of 32 and aligned?
Odd: when mapconv makes the .dds files, those take up about 100 megs for me. almost as much as the unzipped .smf file :P
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smoth
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Re: New 16 player FFA map - Mearth V2

Post by smoth »

it seems to.
BaNa
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Re: New 16 player FFA map - Mearth V2

Post by BaNa »

This talk made me dig up the sm3 bounty thread.

Maybe we should discuss what we all want/need from a new map format and then put up a bounty for it?
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smoth
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Re: New 16 player FFA map - Mearth V2

Post by smoth »

I don't really think that will work out.
Warlord Zsinj
Imperial Winter Developer
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Re: New 16 player FFA map - Mearth V2

Post by Warlord Zsinj »

I think the best supcom maps are on the whole more ugly then the best spring maps...
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Forboding Angel
Evolution RTS Developer
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Re: New 16 player FFA map - Mearth V2

Post by Forboding Angel »

Hear hear smoth.
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hunterw
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Re: New 16 player FFA map - Mearth V2

Post by hunterw »

Warlord Zsinj wrote:I think the best supcom maps are on the whole more ugly then the best spring maps...
at the end of the day its just a greyscale heightmap and xy-applied texture

features can set these rts maps apart though
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Forboding Angel
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Re: New 16 player FFA map - Mearth V2

Post by Forboding Angel »

^^ what hunter said.

SPeaking of this map, I don't like your lighting. It could just be a personal thing, but it looks kinda sickly and for some reason makes me not want to look at it... THat makes no sense whatsoever O_o, but meh.
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Beherith
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Re: New 16 player FFA map - Mearth V2

Post by Beherith »

Forboding Angel wrote:^^ what hunter said.

SPeaking of this map, I don't like your lighting. It could just be a personal thing, but it looks kinda sickly and for some reason makes me not want to look at it... THat makes no sense whatsoever O_o, but meh.
Please elaborate.
The lighting is from the wrong angle tho, 180 aroud :(
Also, it might be a tad yellowish.
Fix for many of these is coming, just dont wanna rush it.
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