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Posted: 19 Mar 2007, 11:16
by AF
The map ran fien for em save one or two issues:
metalmap doesnt show when you try to build a mex unless you press f4
Youre grass texture is very shiny and shows a very visible diagonal line across the map where its reflecting light on one half and not on the other.
With max texture stages and shaders turned on I got 30 fps fully zoomed out on a gf 8800GTS 640MB.
And the buildings look like rocky hills.

Posted: 19 Mar 2007, 11:37
by smoth
didn't know he fixed it. good to hear...
can you pm me a link to the corresponding dev version so I can start work on sm3?
*edit also.. raised you lod.. I believe home is the key for it.. I raised it to 10-9 with a loss of only 2 fps.. it looks a lot better... look at my picture.
Posted: 19 Mar 2007, 13:05
by jcnossen
One question for everybody: in your Spring Settings.exe, what is the number "Max texture layers (for SM3 maps)" set on? I use the highest possible- and I have a feeling that if it's set too low, then Spring's literally skipping textures!
Yes, when it loads a map with more than max texture layers, it switched to extreme ugly fast mode... it even runs ok on a gf2mx, but apparently it doesn't really function well on some cards.
The tearing is fixed yes.
Smoth's rendering artifacts are probably caused by optimization kicking in too soon. What you see is a switch from 5% road blending to 0%. I'll make this map configurable, because for some maps high percentages work well.
Argh's map seems to switch my ati to software rendering, so i have some more debugging to do

Posted: 19 Mar 2007, 14:34
by AF
Since SM3 maps are limited to square form factors, of sizes 16x16/32x32/64x64/ etc, why is this? Is this something integral to how texture splattering works? Or just a lot of slow and complex code to be written? And what are the upper and lower limits of the formats map sizes? RAM size disregarded
Posted: 19 Mar 2007, 15:09
by jcnossen
Non-square maps are just harder to write, getting it work without it was challenge enough already. The CE version will have support for non square maps.
As for limits, I think in theory a heightmap of 17x17 for lower limit, and "infinite" for higher limit (just memory constraints). Textures, including blendmaps can be 2048x2048 due to hardware, so once you make the heightmap too large the blendmap will be really low res compared to it.
A 64x64 map worked for me
Posted: 19 Mar 2007, 15:45
by AF
I tried doubling my AFPop map to 64x64 and got the typemap error argh mentioned, I think i did this by doubling the size of the heightmap image, is that the only way to increase mapsize?
Posted: 19 Mar 2007, 16:59
by Cabbage
Couldnt run better for me tbh, a little under 300 FPS zoomed out at an angle with my defualt settings (x2 AA, everything else maxed including dynamic water at 1280x1024)
Checked afterwards, and the texture shading slider was set quite low, dunno what its for really, but put it up to 20, and the FPS was still 2xx. Then fiddled with terrain detal button and tripled it from whatever the default was, FPS reamained above 100.
My comp is a year and a half old - Athlon X-2 4400+ 2 Gig PC3200 and a 7800GTX
Can make some screenshots if you want
Edit: Oops forgot, with hte first settings, the texture on some parts of the map would turn black at diffrent angles/zoom levels. no problems with the higher settings though (apart from the minimap ofc)
Posted: 19 Mar 2007, 18:38
by LathanStanley
HMMM.... too bad I was sleeping last night I guess...
I'll jump in and kick some stuff around and let it whirl on my machine after work...
It'll prolly find some OTHER bugs since I'm on vista... but ya never know...

Posted: 19 Mar 2007, 21:28
by hunterw
what we really need is someone to make lots of decaying building meshes and skin them. it's just a lot of work is all, and there will have to be a lot of different ones, because if there's tons of duplicates used to make a city it will be really obvious and cheesy looking.
Posted: 19 Mar 2007, 22:26
by smoth
hunter, this is a thread for the discussion of SM3 maps... feature wishlists should go elsewhere.
Posted: 19 Mar 2007, 22:40
by AF
I got a 64x64 version of afpop running but my 2GB DDR2 just isnt enough for a 128x128 map.
Oddly enough the 64x64 map gave very very similair framerates to the 32x32 version.
There were also some issues. For example I'd see terrain tearing on terrain that'd sometimes dissapear randomly (flat land too), and I also ahd artefacts in rendering the map where there'd be a dark gray rectangle at the top and bottom that stretched 2/3's of the way across the screen where the debug stats where at the bottom and the resource bar was at the top, which appear when zooming out past a certain point.
Also you couldnt see all fo the map while looking at an angle.
Ontop of that a single pixels increase in height resulted in a stepped terrace effect on some shores despite the entire map looking shallow. Water was invisible unless you looked from the side at which point it looked terrible.

Posted: 20 Mar 2007, 03:20
by Maelstrom
The map ran fine for me, about 70-120 FPS with one unit on the map. I had no graphical glitches like other people were mentioning. I was using
these settings
EDIT:
Actually, there was some graphical glitches. The squares smoth had also appear for me, but they are very faint and hard to notice. Also, explosion decals appear really strange, have a look at this pic:
http://replays.unknown-files.net/dump/screen007.jpg
Posted: 20 Mar 2007, 08:08
by smoth
uuuuuuuuuuurg.. ok, I THOUGHT I had a 6800 but I have a 6600. I found my exact hardware. I suspect my fps issue is the 6600. IMO it still seems odd that spring of all things eats my machine but here:
MSI K8N Neo4 Platinum Socket 939 NVIDIA nForce4 Ultra ATX AMD Motherboard
XFX PVT43PUD GeForce 6600 256MB DDR PCI Express x16
Antec TRUEPOWERII TPII-430 ATX12V 430W Power Supply
CORSAIR XMS 1GB (2 x 512MB) 184-Pin DDR SDRAM DDR 400 (PC 3200) Dual Channel Kit Desktop Memory Model (since upgraded to 3gigs)
AMD Athlon 64 3200+ Venice 2.0GHz Socket 939 Processor
Posted: 20 Mar 2007, 09:49
by smoth
another note, I get higher fps with shaders on?!?!?
Posted: 20 Mar 2007, 10:31
by AF
I get 32-38 fps on both 16x16, 32x32 and 64x64 versions of the afpop map =s
Posted: 20 Mar 2007, 15:00
by hunterw
smoth wrote:hunter, this is a thread for the discussion of SM3 maps... feature wishlists should go elsewhere.
really?? i thought this was a thread about the map urban_v1, and that
this was a thread for the discussion of SM3 maps.
by the way, my "feature wishlist" was a nice way of saying that buildings made from terrain look like ass
Posted: 20 Mar 2007, 15:29
by Fanger
well maybe you should read the posts in the thread instead of just the title..
Posted: 20 Mar 2007, 17:19
by hunterw
AF wrote:
And the buildings look like rocky hills.
why don't you bitch at this guy too he gave the same feedback i did
Posted: 20 Mar 2007, 17:38
by Guessmyname
hunterw, this is a test map for the sm3 format, hence why they're talking about sm3 bugs etc, which they've used this map to find
For building features etc, I'd suggest putting in a suggestion in Art and Modelling
Posted: 20 Mar 2007, 20:59
by Neddie
hunterw wrote:AF wrote:
And the buildings look like rocky hills.
why don't you bitch at this guy too he gave the same feedback i did
Well, I did elsewhere. It isn't useful no matter who says it.