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Violence 4.2: lava shader improvements and bugfixes
Posted: 17 Oct 2013, 05:34
by The Yak

A 5 way FFA with hover-playable lava. Mainly designed with Zero-K in mind, and includes some terrain for features specific to it. Should play well in any game.
Violence 4.2
-more lava shader fixes and improvements
-fixed crystal rings blocking fire
Download: http://springfiles.com/spring/spring-maps/violence
All the issues with lavasplosions should be fixed now thanks to help from FLOZi.
Lava Gadget is now GPL. If all goes well I plan on releasing it as a drop-in package so people can easily use it their own maps.
This has been my most ambitious map to date and I couldn't have done it without everyone that helped turn this into a polished and (hopefully) bug-free release. Thanks to all who contributed.
Violence 4.0/4.1
-new texture to reduce eye strain
-crystal ring features by Anarchid
Violence 3.2
-updated lava gadget to 2.2
Violence 3.1:
-updated lava gadget to 2.1
Violence 3:
-new sinc compressed detailtex splats and settings used
-fixed lavasplosions for all games
-lava adds damage over time, as opposed to instant death
-workaround for waterdamage affecting hovers in spring 94.1.1+
-skybox modified
-lava gadget is now licensed under GPL
Violence 2:
-fixes by Anarchid to lava shader
---working edge glow
---fixed grid colors with Zero-K
-new no-advmapshading detailtex
-new crystal detailtex
-new dark lavatex
-removed source files
-added skyreflectmod tex
-added lava ambient sfx widget
-geovents
Violence 1 beta: Initial Release
Credits:
Made by The_Yak
Knorke, Beherith - Lava gadget
Audionautics, e__ - Lava SFX from freesound.org
lava texture - mavrosh
Atmosphere from Gehenna Rising
Kloot - Hover waterdamage workaround
Anarchid - Crystal ring features
Re: Violence 2; 5-Way FFA lavamap
Posted: 17 Oct 2013, 08:14
by FLOZi
Re: Violence 2; 5-Way FFA lavamap
Posted: 17 Oct 2013, 08:57
by Silentwings
Lavasplosions are still black with BA
Is there anything BA can do or is it an engine issue?
Re: Violence 2; 5-Way FFA lavamap
Posted: 17 Oct 2013, 10:08
by Beherith
Here is a small tip that add a great deal of sharpness to any ssmf map:
Compress the splat detail textures with nvdxt with the following command:
nvdxt.exe -file splattextures.tga -Sinc -u8888 -quality_highest
-Sinc uses a Lanczos filter to calculate the mip levels, and it sharpens them just fine without any artefacting. Spring uses the -Box filter when it generates mips engine side, this is less than optimal. (you can see the results side-by-side by comparing it with
Windows Texture Viewer and hitting the left-right arrow keys to view individual mips.
-u8888 means it wont use dxt compression, which is important, because dxt3 usually looks ugly in the red channel.
This will result in a 33% file size increase, but may decrease load times as the engine does not have to generate mips at load times.
The -Sinc filter can be used for all dds textures to increase mip sharpness. (Mapconv does it too)
About the map:
For me, the lava shader seems to not work under 94.1.1.1382, but it does work in 91, and the skyreflectex is too strong and results in heavy reflective banding all over the map.
The reflectivity on the metal patches is amazing.
The lava looks amazing, but could use extending to an infinite plane.
Code: Select all
[ArchiveScanner] Warning: Archive C:\Users\Peti\Documents\My Games\Spring\maps\violence_2.sd7: The cost for reading a 2nd-class meta-file is too high: Gamedata/explosions/lavaburst.lua
[ArchiveScanner] Warning: Archive C:\Users\Peti\Documents\My Games\Spring\maps\violence_2.sd7: The cost for reading a 2nd-class meta-file is too high: Gamedata/resources_map.lua
EDIT:
This is how it looks in latest engine develop:
EDIT: in latest engine-develop, hovers get damaged over lava.
EDIT: I felt the overall noise in the SSMF hid too much of the beautiful underlying texture, and was mildly distracting, so I recommend:
SplatTexScales =0.006 0.006 0.002 0.006;
SplatTexMults = 0.6 1 0.8 0.8;
SINC compressed splats:
http://beherith.eat-peet.net/stuff/viol ... t_sinc.dds
EDIT N+1: Massive congrats on mastering shaders, makes you feel all-powerful, no?

Re: Violence 2; 5-Way FFA lavamap
Posted: 17 Oct 2013, 12:29
by Anarchid
I think i'm going to do some more hacking on that gadget though:
- make it start drawing stuff on init instead on frame zero, so map doesn't stay without lava during countdown
- make the edge glow additive (for this map with the dark texture) instead of multiplicative (which results in this faint gray glow on dark tex). Kinda like this:
(then switch it back to multi and put into zk lavarise)
And possibly find a way to cheaply blur the glow a bit, so that a) steep cliffs get more glow b) there's less visible pixelation due to engine's $heightmap being lower-reso than previously used included heightmap texture.
Re: Violence 2; 5-Way FFA lavamap
Posted: 17 Oct 2013, 13:17
by Beherith
There are a few serious new tricks you can pull the map_gbuffer stuff coming in 95 by Kloot.
http://springrts.com/wiki/Lua_OpenGL_Api#Textures
Re: Violence 2; 5-Way FFA lavamap
Posted: 29 Oct 2013, 20:32
by The Yak
Here is a small tip that add a great deal of sharpness to any ssmf map:
Compress the splat detail textures with nvdxt with the following command:
Thanks, added.
Added the splat settings as well
For me, the lava shader seems to not work under 94.1.1.1382, but it does work in 91
Works for me on latest develop with ZK but not BA. I think it's due to the game breaking change with gadget handler here:
http://springrts.com/phpbb/viewtopic.ph ... 01#p547251
EDIT: in latest engine-develop, hovers get damaged over lava.
It appears in latest engine that hovers take waterdamage, possible engine bug?
Thanks to help from FLOZi, lavasplosions have now been fixed for all games:

Re: Violence 2; 5-Way FFA lavamap
Posted: 30 Oct 2013, 13:57
by Beherith
Have you tried BA-test version? Its quite ready for 95.
Re: Violence 2; 5-Way FFA lavamap
Posted: 30 Oct 2013, 15:43
by Silentwings
Works for me on latest develop with ZK but not BA. I think it's due to the game breaking change with gadget handler here: viewtopic.php?p=546701#p547251
Be more specific please - the gadgethandler used by BA-svn should be fully compatible with latest spring dev versions.
Iirc (e.g. this bit
may be nonsense) someone (maybe nixtux?) looked at this and realized there were missing textures somewhere and ZK was including them (and BA not) even though they were really map related.
It appears in latest engine that hovers take waterdamage, possible engine bug?
Afaik this was intentional - a quick gadget with UnitPreDamaged could prevent it.
Re: Violence 2; 5-Way FFA lavamap
Posted: 31 Oct 2013, 01:21
by The Yak
Beherith wrote:Have you tried BA-test version? Its quite ready for 95.
I didn't actually consider looking for a BA test version, lol. Tried it out with test-1771, it's all good now, lava loads fine, explosions too.
Afaik this was intentional - a quick gadget with UnitPreDamaged could prevent it.
Yes this is actually a feature I've learned, so it will have to be worked around with a gadget.
Re: Violence 3: Featuring fixed lavasplosions and hover dama
Posted: 05 Nov 2013, 22:19
by The Yak
Violence 3 now up
Re: Violence 3: Featuring fixed lavasplosions and hover dama
Posted: 10 Nov 2013, 16:01
by qray
Nice map
Thanks for all the work!
Re: Violence 3: Featuring fixed lavasplosions and hover dama
Posted: 19 Nov 2013, 00:33
by FabriceFABS
Re: Violence 3: Featuring fixed lavasplosions and hover dama
Posted: 25 Nov 2013, 19:23
by The Yak
update 3.1:
-updated lava gadget to 2.1
this improves lavasplosions and fixes partially see-through units if /luashaders off
Re: Violence 3.1: Improved lavasplosions and /luashaders off
Posted: 28 Nov 2013, 09:34
by jK
there is something wrong with you spawned CEGs, rendering projectiles takes 30% cputime cause something is wrong with the projectiles drawRadius and so nearly all projectiles get rendered even offscreen ones.
PS: drawRadius = (particleSpeed + particleSpeedSpread) * (particleLife * particleLifeSpread);
Re: Violence 3.2: Lava extended beyond map edges
Posted: 10 Dec 2013, 20:03
by The Yak
new version for updated lava gadget, see this thread:
http://springrts.com/phpbb/viewtopic.php?f=23&t=31159
Re: Violence 4.1: New texture and features
Posted: 06 Apr 2015, 22:52
by The Yak
ARISE
Re: Violence 4.1: New texture and features
Posted: 07 Apr 2015, 11:01
by qray
Very nice update ! I like the new texture

definitely easier on the eyes.
(for some reason I noticed now for the first time how shiny the ground is...)
And the feature metal spot crystals fit the theme really well!
Unfortunately I get here errors from the lava gadget (run with BA 8.15 and 98.0 engine) :
Code: Select all
[f=0002137] Error: LuaRules::RunCallIn: error = 2, GameFrame, [Internal Lua error: Call failure] [string "LuaRules/Gadgets/lava2.1.lua"]:249: attempt to perform arithmetic on global 'lavaLevel' (a nil value)
stack traceback:
[string "LuaRules/Gadgets/lava2.1.lua"]:249: in function 'GameFrame'
[string "LuaRules/gadgets.lua"]:838: in function <[string "LuaRules/gadgets.lua"]:836>
(tail call): ?
Re: Violence 4.1: New texture and features
Posted: 07 Apr 2015, 11:41
by Anarchid
And the feature metal spot crystals fit the theme really well!
Funfact: they were made for this map initially, but i dragged making them for so long that Yak stopped caring.
Then i lost the texture.
Then i remade the texture and decided to reuse them for Coag

So now their rightful beneficiary gets to wear them: Violence!
Re: Violence 4.2: lava shader improvements and bugfixes
Posted: 11 Aug 2015, 20:44
by The Yak
updated