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Posted: 23 Jul 2006, 13:04
by jcnossen
It wasn't that you didn't know what DevIL was obviously, it was your rant, it just screamed for a reply like that

Posted: 23 Jul 2006, 14:33
by mufdvr222
I guess I was having a bad morning,,

Posted: 25 Jul 2006, 01:02
by Weaver
Bugs?
Fuzzy values are doing weird thing on my (ATI) system. Height fuzzy nearly works it just does not fade from none to full transparency.
See the Sandy coloured area under the cusor.
SlopeFuzzy subtracts from the Slope value just giving you a lower Slope value without any transparency effect. Negative SlopeFuzzy values add.
Posted: 25 Jul 2006, 01:40
by mufdvr222
I can`t even get one of the example maps to load, I ported two of my own maps to this format but get the same error when I try to load them up as well.
Posted: 25 Jul 2006, 01:45
by jcnossen
mufdvr222:
There shouldn't be any of the sm3 maps of the first release in your install. Sm3 maps now require GameAreaW=heightmapW-1, and GameAreaH=heightmapH-1
Weaver: I'm not sure what happens. Can you upload the map so I can take a look?
Posted: 25 Jul 2006, 10:13
by Cheesecan
I put togheter a very short FAQ
http://taspring.clan-sy.com/wiki/SM3_FA ... ons_on_SM3
Feel free to add stuff. I also made a page where you can link your tutorials and other material:
http://taspring.clan-sy.com/wiki/SM3_tutorials
Posted: 25 Jul 2006, 11:50
by mufdvr222
jcnossen wrote:mufdvr222:
There shouldn't be any of the sm3 maps of the first release in your install. Sm3 maps now require GameAreaW=heightmapW-1, and GameAreaH=heightmapH-1
Weaver: I'm not sure what happens. Can you upload the map so I can take a look?
I added those tags see below, is that correct IE: where the tags are inserted, or should it go under "INFOMAPS" and the actual error message reads,, "Fatal Error bad allocation"
"
[MAP]
{
Description=Controll the central water pass
TidalStrength=20;
Gravity=155; //in units/sec^2
AutoShowMetal=0; // 0 no show 1 show
MaxMetal=1; //how much metal a map square with the maximum metal value gives
ExtractorRadius=80; //radius that a single extractor(mine) extracts from
MapHardness=1000;
GameAreaW=2049;
GameAreaH=2049;
[INFOMAPS]
{
metal=Maps/seas_data/metalmap.png;
type=Maps/seas_data/type.png;
}
[ATMOSPHERE]"
Thanks for your help,, its without doubt going to end up being something I got wrong

Posted: 25 Jul 2006, 12:06
by jcnossen
GameAreaW and GameAreaH should probably be 2048 (IE: heightmap size - 1).
I guess I should verify that in the loading code since bad allocation is not quite a useful error.
I intend to support a GameAreaW and GameAreaH of something other than heightmap size - 1, so you can let the map go beyond the game borders.
Under [MAP] is indeed the right place. The minimap tag should also go there btw.
Posted: 25 Jul 2006, 20:05
by NOiZE
I updated the map creation index which can be accessed easily from the main wiki page.
http://taspring.clan-sy.com/wiki/Map_development
So I think your SM3 index is obsolete.
Posted: 26 Jul 2006, 10:37
by Neuralize
It seems like everytime I change the tilesize that I have to go in and delete my path files and repath else I just crash to the desktop upon loading without any error message..
And.. what exactly is the deal with tilesize.. is that how many tiles one texture is going to be stretched out upon?
Edit: Yes, yes it is.
Furthmore, here is what I have done. Deleting path files every time I make a modification sucks. SUCKS.

Posted: 26 Jul 2006, 11:43
by mufdvr222
Damned if I can get anything working

I keep getting that "fatal error bad allocation" message when the map starts loading/being rendered
and can someont tell me please whats the deal with the minimap tag, not where does it go but what am I specifying, an image file me thinks but I want to save a lot of trial and error.
Posted: 26 Jul 2006, 12:32
by jcnossen
It seems like everytime I change the tilesize that I have to go in and delete my path files and repath else I just crash to the desktop upon loading without any error message..
Err weird, and checked and rechecked and checked again but the pathfinding code only uses the heightmap and the mapname to calculate a checksum. So I really don't know whats happening here :S
I can change tilesize and use the same pathing file just fine.
I added some extra information about image sizes in the wiki:
http://taspring.clan-sy.com/wiki/SM3_Ma ... file_sizes
I also found the bug weaver experienced.
I'll post a new exe later today with some bugfixes and hopefully working map features.
Posted: 26 Jul 2006, 13:31
by Slamoid
Scince this is a totally new map format, is there any more thought being given to multi-layer mapping or pathed bridge-features?
Posted: 26 Jul 2006, 13:38
by jcnossen
Well, multilayer mapping won't be happening I think, it just hasn't got many advantages.
Bridges are not really related to the map system, but it would be cool yeah. However it would require lots of changes to the pathfinding and unit movement code.
Posted: 26 Jul 2006, 16:33
by Forboding Angel
Would anyone *me looks at JC* expound upon the tilesize feature?
Posted: 26 Jul 2006, 16:57
by jcnossen
Tilesize is how big a single tile is in the 3D spring world, when the texture is tiled across the map. Say you have a heightmap of 1025x1025. In spring world space, this is a 1024*8= 8192x8192 units.
Now when you set tilesize=4096, you will see the complete texture 4 times on the map (2 by 2). Set it to 8192 and you'll see the map completely covered.
Nice to see people experimenting already :)
Posted: 26 Jul 2006, 21:13
by Sheekel
This is really cool!
I wish I had some sort of talent so I could do something

Posted: 26 Jul 2006, 21:34
by Forboding Angel
JC, at current the renderer takes rectangle textures and makes them square which looks awful. Could you please fix this?
Posted: 26 Jul 2006, 21:47
by Buggi
While I work on the editor, what are you all doing to test the format out?
What would help you the most?
Posted: 26 Jul 2006, 22:09
by Forboding Angel
What would help me out the most would be if the editor could show features as the actual models.
Therefore setting up a base that has been destroyed that had walls around it for example would come out looking right.
In mapconv, a 1x1 pixel dot on the feature map represents a 1x1 footprint in spring, but that info doesn't help out much when you need exact feature placement.
Edit: I probably won't be doing much with the new format until the bumpmapping is implemented, otherwise everything just looks like crap to me.