The new map format?
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The new map format?
I know zaphod did a lot of work for the new map format. Here is my question, what is the delay with it?
Is it that difficult to implement? Or is it just a matter of something you guys have not had time to do? If it is the seccond case, I REALLY want to see this and certain features implemented.
However, I have very little time IF someone has the time can they give me a runthrough of what is need to help the devs? how do I submit changes and what is the way of making sure we do not crap in each other's sand box?
Is it that difficult to implement? Or is it just a matter of something you guys have not had time to do? If it is the seccond case, I REALLY want to see this and certain features implemented.
However, I have very little time IF someone has the time can they give me a runthrough of what is need to help the devs? how do I submit changes and what is the way of making sure we do not crap in each other's sand box?
It's no networking code actually, the incompatibilities come from differences in OpenGL drivers and hardware capability.
Also, whereas the old format uses the same texture code for all PCs, this code uses multipass on old hardware, and single-pass (or at least fewer passes) with shaders and effects.
I need to guarantee a map runs for all spring users, and not just for the guys that have the same hardware as the mapper.
Oh and here's a screenshot, it's a few weeks old though, from when I still had more time for coding :/

Also, whereas the old format uses the same texture code for all PCs, this code uses multipass on old hardware, and single-pass (or at least fewer passes) with shaders and effects.
I need to guarantee a map runs for all spring users, and not just for the guys that have the same hardware as the mapper.
Oh and here's a screenshot, it's a few weeks old though, from when I still had more time for coding :/

*sighs* ok, it is hard to explain but understand this.. the current version is a pre-rendered texture. That means more ram usage and harder to make for their size.
The new format uses texture splattering which means less ram usage and more efficient for it's size... meanin MUCH larger maps and MUCH less memory intensive levels. It also has bumpmapping.
The new format uses texture splattering which means less ram usage and more efficient for it's size... meanin MUCH larger maps and MUCH less memory intensive levels. It also has bumpmapping.
So instead of loading the texture for the entire map into RAM, it just loads a set of small textures, then applies them to the map in real time when needed? Is that it?
Like, instead of BigxBig Dryriver texture, it would load
LittlexLittle grass
LittlexLittle yellowgrass
LittlexLittle mud
LittlexLittle stone
LittlexLittle water
I can see how the sum of the littles would be much smaller than the big.
Like, instead of BigxBig Dryriver texture, it would load
LittlexLittle grass
LittlexLittle yellowgrass
LittlexLittle mud
LittlexLittle stone
LittlexLittle water
I can see how the sum of the littles would be much smaller than the big.
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- Spring Developer
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- SwiftSpear
- Classic Community Lead
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- Joined: 12 Aug 2005, 09:29
Yes because the method of managing the primary texture is about ten times more efficient, which removes the current limitation of not being able to exceed a certain maxium size for the painted texture. This map format innately uses tiled textures and gives you the tools to manually blend them seemlessly. It also support bumpmapping and has a really cool LOD feature as you zoom out away from the world.Das Bruce wrote:Lower memory use == Larger max sizes?
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
The new mapping format to my knowledge uses the same heightmap system that the old one did just with a much higher bitcount for your B&W colors... I'm not sure how it handles the typemap... From a heightmap prespective it should acctually make pathfinding much better because mappers will have more precise control over the height variation from point A to point B. Zaphod will have to tell you what typemaps will do to pathfinding for the new format.Das Bruce wrote:Something tells me pathfinding is still going to be kicking us in the balls.