Urban_V1 - Page 3

Urban_V1

All map release threads should be posted here

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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

hunterw wrote:
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
No, this is meant as a discussion of sm3 read argh and my correspondence. We are trying to track down issues.
This is an off shoot thread from the community opinion poll: http://spring.clan-sy.com/phpbb/viewtop ... 6&start=64
Also that sm3 thread was started by someone else and unrelated to this thread.
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
Quit with the perceived hippocracy, you get all pissy when I respond to you in a negative way. Are you going to continue this crap, seriously because it is anoying, get over yourself. Dude, I ignored afs post on that and kept moving because he made another statement I was more interested in:
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.
Because OH MY GOD you wanted to ignore the rest of the post that WAS on topic, yours was not even on topic. Stop being so touchy, I swear you are looking for reasons to say people are being harder on you then they are!

Now can we get back topic?
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

This map lagged me like hell on default "max textures stage for SM3". Like, one frame every seven second. Pretty weird considering Narrow_Passage-v01.SM3 works very fine (70-120 FPS) on exact same setting. Then I slided the "max textures stage for SM3" to minimum, and the map ran fluidly, but was very ugly.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

AF wrote:And the buildings look like rocky hills.
light hearted banter followed by a description, including some comments on reflectivity and framerates
hunterw wrote:why don't you bitch at this guy too he gave the same feedback i did
unprovoked attack on a poster and other contributors, consisting of a line of venom in order to indirectly flame other contributors in an otherwise healthy forum thread.


I'm sure a heartfelt apology and an attempt at ignoring the other responses and contributing information to help make sm3 a better map format for everybody is about to happen, and I look forward to hunterw's next post for such an occurence, for his sake, if not for this threads productivity.

Would it help if I packaged up the 64x64 afpop and uploaded it or would you rather quadruple the size of arghs map?
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Cabbage
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Post by Cabbage »

AF wrote:
And the buildings look like rocky hills.


light hearted banter followed by a description, including some comments on reflectivity and framerates
Add a :P or a ^^ and THEN it's light hearted banter.... :P
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knorke
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Joined: 22 Feb 2006, 01:02

Post by knorke »

looks kinda postapocalyptic with all the molten buildings :shock:

runs fine like the other sm3 map (narrow passage), fps are a little lower I think.

BUT in the lobby the minimap is all black (startpos visible) and ingame the minimap is just see-through-nothing-there style.

Image
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smoth
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Post by smoth »

I DO not want or expect an apology, I just want hunter to chill out. His paranoia is becoming most taxing.
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jcnossen
Former Engine Dev
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Post by jcnossen »

BUT in the lobby the minimap is all black (startpos visible) and ingame the minimap is just see-through-nothing-there style.
That's because it has no minimap, unlike SMF, they have to be provided in a seperate image linked in the map def.
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Argh
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Post by Argh »

I'm not providing a minimap, because I don't really care whether it gets played- I'm assuming it gets played about zero times, except on my rig, for specific testing purposes. And I could give a hoot about comments about the aesthetics, tbh- there were a number of failed experiments in this map (like, for example, "how far towards vertical will texture splattering actually work?" and "what will happen to tesselation when I introduce some noise?", etc., etc., that were in the map purely because I wanted to see what would happen, frankly.

I'm glad everybody cared enough to try it, but I have no intention of turning this experimental design into a full-blown map, because the file format did not do all the things I would want it to do, and after reading what it would take to place Features, I'm not really interested in making a version with S3O objects to make the buildings look nice, frankly- it looks way too much like work for me.

I really wish Hugh's stab at a visual editor worked better than it does, and that certain aspects of the map format were more functional than they are.

Based on most people's results, if your hardware sucks, then instead of getting textures at their lowest mip-levels and no bumpmaps (which is what should be done, in my opinion) you either get practically no textures and a very ugly experience, or it's broken, plain and simple. Hopefully Jelmer will agree that seeing textures at lower resolutions is a better alternative than not rendering them at all- that would also make a real point to using DDS... whereas, in my experiments prior to release, DDS just meant that even with everything maxed, my textures were blurry, mipped-out messes past some sort of hard-coded limit built into the POV, which really bugged me.

Surely, this isn't how things should work. If this is the map format of the future, then it needs to handle mipmaps more gracefully (scaling with distance, controlled by user settings), tesselation issues need to be handled more gracefully (i.e., at max, you should see something like 16X more polygons and a lot more smoothing, whereas at min you see a very blocky world, but it works)... and I really, honestly think that SM3 should not support terrain deformation on the fly, because that's one feature that slows down render code and pathfinding to a huge degree, based on all tests I've ever performed... more and more modern mods are taking it out of their game designs... and it'd make keeping the mesh beautiful and stable a much more sensible proposition... and I strongly suspect that the cost savings in code speed would allow far more layers to run for people.

Lastly... one major feature I feel is missing, and I alluded to it in my post about the perils of working with this format... is that for me to really take this format seriously, I'd want to see three things that aren't even available:

1. Forboding's uber-giant texturemap of dewm. Go ahead and let us have a texture that is as large as the heightmap or even 2X or 4X or whatever! For a 1024 map, a 4X skin, which would be almost photoreal up to extreme zoom levels, would still run just fine on most modern hardware, JC... and if it doesn't, then the user should lower the mipmap level and still be just fine, because they're not exceeding their texture space.

While I hate to admit that I agree with Forb about anything (if for no other reason than it's fun, frankly), I will go right ahead and say that, compared to my experience hand-painting NanoArena, this wasn't much fun to work with, and I didn't like the aesthetic experience very much. For NanoArena, I took the heightmap that was kindly made for me, turned it into a 3D mesh, and then painted that mesh like I was painting a skin on a model. Time-consuming? Not really, for a small map, frankly. For a huge map, it'd get unwieldy, and I'd want to make more use of automatic tools like L3DT to get the basic details right, but meh.

With SM3, I felt like I was working with a bunch of very abstract layers, and my lack of ability to see my results in anything like realtime was a huge hurdle for development of the map.

2. It's gotta, gotta, gotta have a feature-placer that can be done either in Spring itself, or in Hugh's thingie, or whatever. That's a major problem and I dunno what else to say.

3. DECAL PLACEMENT WITH ALPHA. Decals that fade out to nothing with distance... would make a huuuuuuge difference in how this map format feels.

Things that would be nice, but I could live without...

A. Being able to specify somehow the splat angle sensitivity, so that we can have extreme height differences that aren't distorted.

B. Better than that... how's about a Feature format that has less suck? I've been begging for one for ages. Now we're getting it back-doored in through LUA GUI stuff, but I've gotta wonder... will any of that be non-turn-off-able, controlled by the artist, and something that is consensually experienced in sync?

C. Some sort of 3D terrain that is fully 3D, yet works within the 2D pathfinder, that isn't a Feature and is designed to run fast with minimal suck (allowing Features that are designed to be full-featured and can potentially drag down performance quite a bit if used poorly). We've already talked about that, JC, so you know what I wanted, and I heard you say you wanted something completely different. I dunno whether K-Man ever got pathfinding to the practical stage for a Quake-map style world or not, but I guess I'm still waiting to see, and pretty dubious.

I still think that a 2D base mesh combined with 3D objects that are seen as 3D by a pathfinder and sim code would be ideal. Doing things the way that they're currently done, where Features aren't included in the initial pathfinding calc... is a huge waste of computational horsepower, and strongly detracts from this format's ultimate utility.



In short <pants from long-winded ranting> this has great potential, but is not yet where it should be. I will quit bugging people about this format until the more major issues are addressed, now that we've all seen the practical issues, which should make Forb happy. But I'm more than game to come back to this, if the major issues- mip-maps not behaving properly, terrain deformation support being taken out to allow the tesselator to work without so much extra crap, etc., are addressed. In my opinion, this map format should be an alternative to SMD, with advantages in terms of size-of-map, performance, and small footprint going heavily to SM3, but beauty going to SMD. Then mappers with different philosophies can have their genteel arguments about it all, and we can enjoy the resulting artistic chaos ;)
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smoth
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Post by smoth »

I have to disagrea only on the terrain deformation. I want craters. The reason why people are disabling them right now is that it causes lag and/or desync.

I think with the new net code that should be better.
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Argh
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Post by Argh »

It causes lag / desync because of the huge performance costs for the pathfinder and mesh deformer, Smoth. Try putting on something with lots o' craters, a soft map like Castles and just an AI and you will see why I yanked it out've NanoBlobs the minute I had a choice. It's not a minor problem, and I don't think it should be included in this specification, frankly. SM3 should be about speedy rendering of huge maps with detailed normalmaps, not something that attempts to meet all specifications of SMD and deliver these new features, imo...
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smoth
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Post by smoth »

I use the craters for one thing the new commander death. I like it leaving a big impact crater. I am not putting it on everything.
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jcnossen
Former Engine Dev
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Post by jcnossen »

1) A really big texture... use SMF.
2) IIRC maelstrom finished a feature placing tool, or at least was working on it, but I don't know where it is.
3) Spring stuff, not sm3. I'm really sure I don't want to work on the spring engine anymore. It is basically
- you add something
- a random part of spring fails
- you start randomly disabling code for 3 hours to see which GL state switch might have caused it.
- you give up and revert your original stuff

My intention is just to fix the remaining sm3 bugs, not to keep working on it for the next year.
If that means that its not fun enough to make maps with it, then so be it. I'll make my sm3 version of green comet so at least I'll be using it ;)
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Dragon45
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Post by Dragon45 »

Get cracking on Command Engine, JC :P
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smoth
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Post by smoth »

jcnossen wrote:My intention is just to fix the remaining sm3 bugs, not to keep working on it for the next year.
If that means that its not fun enough to make maps with it, then so be it. I'll make my sm3 version of green comet so at least I'll be using it ;)
Jc, that is more then enough for me man!
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