Why does no one use SM3?
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Why does no one use SM3?
So many of mapping problems could be solved if we used SM3... so why dosn't anyone? Is it broken and I'm not aware of it or somthing?
This sums it up...there are a large number of issues with it, including a crashbug that makes them pretty much completely unplayable on gf8's which makes Peet cry T_T.neddiedrow wrote:It is broken.
Last edited by Peet on 17 Aug 2007, 23:38, edited 1 time in total.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Ugg, ignorance. If you know what you're doing you'd be able to finish an SM3 map before the frigging slow arse l3dt texture map is finished rendering.genblood wrote:Making sm3 maps take a little longer to
make. Also, there are some issues that
need to be resolved.
Only time will tell ...
Hopefully things will get resolved in the come weeks ...
SwiftSpear
I make a simple statement that the process is different from making
maps. An I get CRAP ... about IGNORANCE ...
I don't even use l3dt ... when I make my maps ... for your information ..
I use MS Paint, Gimp2, DTXBmp and Bryce5 ... I was using simple
bat files to combine it all together ... Right now I'm using TASMapMaker
due to it's easier to use and it works great ....
Ugg, ignorance. If you know what you're doing you'd be able to finish an SM3 map before the frigging slow arse l3dt texture map is finished rendering.
I make a simple statement that the process is different from making
maps. An I get CRAP ... about IGNORANCE ...

I don't even use l3dt ... when I make my maps ... for your information ..
I use MS Paint, Gimp2, DTXBmp and Bryce5 ... I was using simple
bat files to combine it all together ... Right now I'm using TASMapMaker
due to it's easier to use and it works great ....
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Then the process should be virtually identical, aside from with SM3 you never have to deal with single million x millon pixel texture images.genblood wrote:SwiftSpearUgg, ignorance. If you know what you're doing you'd be able to finish an SM3 map before the frigging slow arse l3dt texture map is finished rendering.
I make a simple statement that the process is different from making
maps. An I get CRAP ... about IGNORANCE ...![]()
I don't even use l3dt ... when I make my maps ... for your information ..
I use MS Paint, Gimp2, DTXBmp and Bryce5 ... I was using simple
bat files to combine it all together ... Right now I'm using TASMapMaker
due to it's easier to use and it works great ....
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Interesting. Seems like a waste of time.SwiftSpear wrote:That's because the format is broken, not because developing an SM3 map takes longer than an old format map. You can still develop SM3 maps if you'd like, but they won't be played because of how poorly they work in game currently.neddiedrow wrote:SM3 is not usable, Swift.

- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Well, mostly it's broken because jelmer never got around to the full scale playtesting phase of development after he had it pretty much functionally implemented. I mean, right now you can play games on SM3 maps and whine about how broken they are, but it won't be fixed because active development on the system has stopped. JC is doing other stuff and no one else is willing to pick up where he left off. The bughunting phase of a project can be really boring.LOrDo wrote:To many problems eh?...well thanks I guess. It makes sense that its broken since no one uses it. I was just curious becuase im currently making a 24x24 map but its so big that theres no chance anyone would download it x_x. I was considering SM3 if it would help reduce my filesize a lot.