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More help with mapmaking

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7 years ago
Hey guys, I will continue to post in this thread until the map is done if I have questions but heres the one I currently have:

If my heightmap is 512x512 how big do texmap and metalmap need to be?

Thanks!
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7 years ago
You won't need any because spring will not load your 512x512 heightmap.
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7 years ago
So what size should the heightmap be (for instance for like a 8x8 map)
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7 years ago
513x513 IIRC. It's basically the fence post problem, the heightmap defines the vertices of a mesh with 512x512 faces, so you need an extra vertex at the end points.
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I think each map unit is 512x512 so an 8x8 map requires your heightmap to be the nicest number around 4000x4000.

Edit: This may be wrong actually. There are 8 elmos between each heightmap entry so in this case something around 512 would be what you need.
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7 years ago
https://springrts.com/wiki/Mapdev:Main

I think it's all explained here except the metal map have some slight error
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7 years ago
Heightmap is (64 * map size) + 1 for each dimension, so 513x513 for an 8 x 8 map. Building a map from scratch that way is not recommended, however, as mapconv is a piece of garbage and SME doesn't import metal maps correctly.

I can't even remember what the size for diffuse tex is, but the resolution is much higher. All of that stuff can either be looked up on spring wiki or just create a new map in SME and then export the maps to get the proper texture size anyway. Given those facts, plus all the mapmaking info already in the ZK forums which he obviously didn't bother searching, my impression is that any advice is a waste of time because nothing is likely to materialize from it.
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7 years ago
http://imgur.com/g4Nzr6Q

A preview of what I'm working on

Thnx for advice guys
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7 years ago
I'm having trouble getting the map uploaded to springfiles for testing... Can anyone help? It won't even send me verification email...
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7 years ago
Doesn't SME use mapconv as a backend?
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7 years ago
quote:
Doesn't SME use mapconv as a backend?


No. The original SME claims that it cannot compile maps on linux so I had assumed it used some sort of windows-only directX tool to compile, but after examining the source code I found out that the only external libraries it uses are for JOGL. All of SME's file handling code including map compilation is pure Java.
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