Grand River ver2 release
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- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
alright, the map is done. it has large metal spots and is very hover accessable. the only problem is that if i archive it, it gives me an error. i tried it on two PC's and the same error occurs so i know its not my PC only. if i put the .smf, .smd, and .smt files in there seperately, it works just fine. i'm stumped with this. im just gonna test it with a few people and then ill release it
- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
ok, here's the error i get when i zip it with 7zip. if it put all of the pieces into the maps folder, the game can load up the map and i can play on it. i tried it yesterday and started getting sync errors with many people but when a friend of mine hosted, they quickly went away. since the map is ready for play, i'll release it zipped with winrar. here's the link for the map download and then its the error i get when trying to load it when its zipped to .sd7.
http://fileuniverse.com/?p=showitem&ID=3281

http://fileuniverse.com/?p=showitem&ID=3281

- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Ok, I'm at work, can't dl 41 mbs
Make sure the files are like this...
Grand_River-v01.smf
Grand_River-v01.smt
Grand_River-v01.smd
inside a directory called MAPS not MAP.
The error you are getting is a file not found error (essentially) which means that spring can't find the file specified.
so:
Maps -> Grand_River-v01.smf
Grand_River-v01.smt
Grand_River-v01.smd
Pack into:
Grand_River.sd7
Make sure the files are like this...
Grand_River-v01.smf
Grand_River-v01.smt
Grand_River-v01.smd
inside a directory called MAPS not MAP.
The error you are getting is a file not found error (essentially) which means that spring can't find the file specified.
so:
Maps -> Grand_River-v01.smf
Grand_River-v01.smt
Grand_River-v01.smd
Pack into:
Grand_River.sd7
- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
yea, i finally got it. i was zipping it wrong. curse my ADD for making me skip over the documentation really quickly. loading it up right now and itll be on the first page. i fixed the fog to .7 instead of .2. only thing i liked about it is that it had a deep red tone to it then. oh well, cant have everything your way i guess.
oh, i did find out something cool with L3DT. i didn't like how the render came out when i did it at 12288x12288 so i did it at 1537x1537 and then resized it and it works. took off a lot of time from rendering. i'm sure this is known but just thought i'd mention it just in case.
oh, i did find out something cool with L3DT. i didn't like how the render came out when i did it at 12288x12288 so i did it at 1537x1537 and then resized it and it works. took off a lot of time from rendering. i'm sure this is known but just thought i'd mention it just in case.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Take a look at this thread. http://www.bundysoft.com/phpBB2/viewtopic.php?t=95
Aaron himself disagrees with you. He said himself that 1/8th+per-pixel looks better than rendering at 1:1, and this is what I've found as well. Design maps ftw.Forboding Angel wrote:ya... it does.
At that ratio it puts a perlin noise filter over the entire thing, and it looks very bland and the textures are blurred.
Go ahead and skip steps if you want, but don't cry when ppl tell you it looks like crap.
edit: Also as he points out in the thread you just posted, you must be using high-resolution textures for it to work, which you have commented in your climate file.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
as i've said before, gameplay>looks. as of now, i want to focus more on gameplay and once thats set, go back and work on the texture. im just saying it as a suggestion if you want to get the map completed quickly to see how it plays and then go back and finish it up. just remember, this is my first map so i still have a lot to learn.
Hello again!Forboding Angel wrote:Ok, well then prove me wrong. Show me a 1:1 render and a 1:8 per pixel render next to each other.
I did a test render, and it turns out you were right and I was wrong, so you win.



The top is with 1:1, the lower is with 1:8. They both use the same design map so water and attributes has the same design/inflate data. The light map was rendered with the same ratio as the texture map.
Obviously I've used pretty heavy compression for the jpeg, but the terrain is still visibly MUCH sharper with 1:1.
Sorry I ever doubted you, it's Aaron putting ebil thoughts in my mind.

Also, I rendered 1:1 with per-pixel, and it actually looked 99% the same except that the contrast and brightness was better on the land textures, looked less gray. This can easily be done in photoshop post-render though, so there is no reason to double the rendering time by using per-pixel.
A funny sidenote is that 1/8 texture with per-pixel actually took longer time than 1:1 despite the godawful result.

wizard8873: sorry to hijack your thread, promise not to again, but on the good side I'm bumping it now too for ya.

- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43