WIP 1944 FloodBank

WIP 1944 FloodBank

Discuss maps & map creation - from concept to execution to the ever elusive release.

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imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

WIP 1944 FloodBank

Post by imbaczek »

so i made a map.

Image
Image

Imagethis one is outdated, flags are moved around a bit.


a slight problem is that i can't texture and place nice features for the life of me, so here is the smf without any texture at all. open in Spring Map Edit to extract everything.

http://www.darkstars.co.uk/downloads/vi ... k_WIP1.zip
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: WIP 1944 FloodBank

Post by imbaczek »

ok i bit the bullet and textured it to the best of my ability... http://www.darkstars.co.uk/downloads/vi ... ank_v0.sdz

i'd release it as a v1 but SpringMapEdit generates a broken minimap. could somebody do me a favour and recompile this correctly? (bonus points for making the texture better ^^)
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: WIP 1944 FloodBank

Post by Beherith »

Seems to me that springmapedit is using some odd mipmapping option for nvdxt. That might be resulting in this sub par lod artefacting, that happens when zoomed out. Note the massive blockiness of the yellow beach:

Edit: the minimap issue def seems nvdxt related, because if you enlarge the minimap alot, than it looks perfect.
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imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: WIP 1944 FloodBank

Post by imbaczek »

but does it even use nvdxt?
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: WIP 1944 FloodBank

Post by Beherith »

Just checked it, it doesnt use nvdxt :(
Check if
compressTextures true
is enabled in springmapedit config. Then try recompiling with alternate option.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: WIP 1944 FloodBank

Post by imbaczek »

checking. in the meantime, could it be due to the fact that i have an ati?

edit: didn't help, i'll toy with the other settings... nothing related, i guess.
Frostregen
Posts: 179
Joined: 17 Jul 2007, 00:52

Re: WIP 1944 FloodBank

Post by Frostregen »

I use the graphics card for doing the compression,
so results depend on your driver.
Maybe you could toy around with texture quality settings in your driver?

"compressTextures" option is just for runtime compression. Has nothing to do with saving the sm2, as this must always be DXT1 compressed.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: WIP 1944 FloodBank

Post by imbaczek »

crap :(

can you add an option for generating mipmap levels? currently it looks like lego mode (GL_NEAREST?) is used, and i need linear or something.

idea 2: add option for generating mipmaps with external software (nvdxt.exe)
Frostregen
Posts: 179
Joined: 17 Jul 2007, 00:52

Re: WIP 1944 FloodBank

Post by Frostregen »

The mipmap levels are generated by the gfx card too, as the sm2 format requires mipmaps.
Maybe the compression fails. This could lead to those strange results.
Maybe it is just a bug within the ati drivers? (update?)
Anyone else with an ati card?

I do not want to use a third party tool (especially not a "windows only" one).

The only other solution would be to write the DXT1 compression and mipmapping myself.
But this will definitely be slower than doing it on hardware. :-/
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: WIP 1944 FloodBank

Post by imbaczek »

i want it optionally, it's the only thing that stops your software from working correctly. it's very possible that it's a driver issue.

do you have the sources somewhere so i can experiment with different opengl settings?
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