The new map format? - Page 2

The new map format?

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

rly? we never thought of that... OH WAIT the old format did not really work for that sized map!

farkin' preview button.

Anyway, dude yeah we would love to have it as a possibility.
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

jcnossen wrote:I'm mostly aiming for better graphics with lower memory use and much smaller file sizes. ...
Anything will get worst? Normally, when we make something that has better grafics and lower memory usage, it is generally more CPU intensive. Although, here, will probably mean more GPU intensive!?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

something like that. It isn't really a big deal, seriously texture splattering is MUCH faster then the standardard giant render.

What you lose is some of the finer details but I am sure it will be something that can be worked with.
User avatar
Deathblane
Posts: 505
Joined: 01 Feb 2006, 01:22

Post by Deathblane »

Will this upgrade invalidate all exisiting maps? Or will they be able to co-exist happily?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

IIRC Zaphod said it would be compatible
User avatar
Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

co-exist happily afaik
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

There are now two implementations of the spring map system defined with CReadMap:
http://svn.berlios.de/viewcvs/taspring- ... s/rts/Map/

And if anyone wants to compile it right now, it still crashes on ATI and textures are very messed up, so you can better wait.
Anything will get worst? Normally, when we make something that has better grafics and lower memory usage, it is generally more CPU intensive. Although, here, will probably mean more GPU intensive!?
Maybe slightly worse looking graphics for the absolute low-end PCs that run spring now (I'm caching the texture splatting into tiles on the fly for the very slow PCs, but for that I have to disable mipmapping)

Otherwise everything will improve, especially for the higher end ( >= 0Radeon 9600 or GF 6600 )
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

what is the maximum size that this map format can support?
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I just tested a 4097x4097 map and spring simply crashed with it. 99% chance it just runs out of memory. Spring allocates huge chunks of memory when handling such a big map, so it probably wouldn't matter if you had more RAM than me (I have 1GB)

-> 2096x2096 is the limit.
User avatar
FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

^2096? Wouldnt it be 2045?
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

is that in the same units as our current spring maps? (eg metalheck is 8x8)
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

I think he means Height map pixels

thus

32x32 to current standards
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

jcnossen wrote:I just tested a 4097x4097 map and spring simply crashed with it. 99% chance it just runs out of memory. Spring allocates huge chunks of memory when handling such a big map, so it probably wouldn't matter if you had more RAM than me (I have 1GB)

-> 2096x2096 is the limit.
2096x2096... in what size constaraints?

Map constraints? such as a 16x16 map?

Or heightmap pixels? which would be what noize said?

Which one? I wanna know! :D
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

what noize said: heightmap pixels

FireCrack: I was wrong yeah, I meant 2049x2049
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

jcnossen wrote:what noize said: heightmap pixels

FireCrack: I was wrong yeah, I meant 2049x2049
ouch.

:?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Well, it is better then 20X20
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Its possible to make 40x40 maps right now. See Epic by Runecrafter. Apparently if you use jpeg instead of bmp somewhere along the map making process you can keep the memory usage low enough that you can bump the size up to 40x40.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

*_*

suddenly the draw of the new map format starts loosing its pull

In future please use OTA scales rather than heightmap scales unless you're willing to put up a conversion scale (this many heightmap pixels == this many OTA sized units e.g. a 20x20 map is this many by this many)
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

i dont see it as a problem, honestly, whoever thinks anyone will want to play anything bigger than 50x50 more than once needs a reality check. Epic and other huge maps barely get played. (lol "gigalithic" maps would take months to play).
But if the new format is supposed to use less memory, why is there a lower max size due to memory restrictions???
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Nah the pull is still there cause alpha splattering is the shit. Just a little dissapointed.
Post Reply

Return to “Engine”