Yay, plastic land!
New map format
Moderator: Moderators
Okay i tested with a higher res texture and it look beautifull!!jcnossen wrote:Nobody's stopping you from adding more texture stagesDetailtex is needed for when you are up really close... it now just get blurry which doesn't look nice...
IMO it's better just to replace the snow with a higher res. texture.
This pack for example looks great: http://www.slackiller.com/downloads/cliff_textures.zip , especially when I still had the bumpmapping in it.
Toyed around and converted dying grounds:
http://files.upl.silentwhisper.net/upload4/lol-uvb.jpg
She's no Mona Lisa but pretty nice for less than a 2mb map, no?
We can definately solve the FU bandwidth problem with this new format. Just remove all the old maps and only allow us to upload say max 10mb per week /mapper. Even with just 10mb that could easily equate to say 10 maps/week by re-using the same textures. Bandwidth usage would only be a fraction of what it was.
http://files.upl.silentwhisper.net/upload4/lol-uvb.jpg
She's no Mona Lisa but pretty nice for less than a 2mb map, no?
We can definately solve the FU bandwidth problem with this new format. Just remove all the old maps and only allow us to upload say max 10mb per week /mapper. Even with just 10mb that could easily equate to say 10 maps/week by re-using the same textures. Bandwidth usage would only be a fraction of what it was.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Nonono. Youre getting me wrong. I meant the heightmap ingame.Forboding Angel wrote:Ok, at what point did you miss the fact that he's telling us about the new map format and not releasing a mapComp1337 wrote:The heightmap looks a bit... wrong. I think it needs some transparecy or just decreased brightness.![]()
Ill get a screenie.
i was wondering if there could be something like %shared_content% or %shared_textures% folder there where sd7 files are stored or in the main Spring folder. I mean why should textures, which are used in several different maps, be downloaded that many times as the maps. Especially if these textures are bigger files than those non-shared/used more than once files. This is an example :
why not go even further and make shared dir which would contain textures, used by sm3 files out of their own sd7 file? This would save a lot of bandwith/would be 56k's friendlier and mappers wouldnt have to search for high quality textures anywhere as they will have them already with spring.
spring recognizes this sd7 file as 3 different maps. Those 3 sm3 files weight 9 KB (compressed 4KB) an the rest which is shared weights 2,41 MB (compressed 2,32 MB)dry_modified.sd7/
........................./Maps/
................................../dry_data/
................................................/hipshot/
...........................................................cliff_01_normal.jpg
...........................................................cliff_01_v1.jpg
...........................................................README.TXT
................................................/
................................................1026.png
................................................1026_bm_small.png
................................................dirt2.jpg
................................................dirt2_bm.jpg
................................................metalmap.png
................................................Snow_Sand.jpg
................................................typemap.png
................................../
..................................dry.sm3
..................................dry_mod1.sm3
..................................dry_mod2.sm3
........................./
why not go even further and make shared dir which would contain textures, used by sm3 files out of their own sd7 file? This would save a lot of bandwith/would be 56k's friendlier and mappers wouldnt have to search for high quality textures anywhere as they will have them already with spring.




