Improvement for a maps quality. Milestone: 3.0

Ideas and suggestions for how to improve the Warzone 2100 base game only. Ideas for mods go in Mapping/Modding instead. Read sticky posts first!

Improvement for a maps quality. Milestone: 3.0

Postby MaNGusT » 21 May 2010, 11:02

I suggest to divide the grid which we have now(1x1) on 2 but only for a new maps, old maps will use the old "big" grid. Thus the new terrain renderer will still use the old big tiles to draw textures but tiles will have 2x2=4 polys and 9 vertexes. I mean - 1 new tile=4 polys. This will allow mapmakers to detail their maps much better and also new textures will not look like flat pictures on a cliffs, for example. Also, This will allow to not use normal maps in terrain engine. :)
MaNGusT

User avatar
 
Joined: 22 Sep 2006, 09:31
Location: 67 parallel, Polar region, Russia

Re: Improvement for a maps quality. Milestone: 3.0

Postby macuser » 21 May 2010, 15:54

MaNGusT wrote: Also, This will allow to not use normal maps in terrain engine. :)


Not sure, I think you mean to say this WILL allow normal maps.

-regards macuser
ArtRev Website

ImageImage

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
macuser
Professional

User avatar
 
Joined: 19 Mar 2010, 22:35
Location: USA

Re: Improvement for a maps quality. Milestone: 3.0

Postby MaNGusT » 21 May 2010, 16:53

macuser wrote:
MaNGusT wrote: Also, This will allow to not use normal maps in terrain engine. :)


Not sure, I think you mean to say this WILL allow normal maps.

-regards macuser

No, I meant what I said. :)
there are no needs to use normal maps on terrain.
MaNGusT

User avatar
 
Joined: 22 Sep 2006, 09:31
Location: 67 parallel, Polar region, Russia

Re: Improvement for a maps quality. Milestone: 3.0

Postby KukY » 21 May 2010, 16:59

MaNGusT wrote:No, I meant what I said. :)
there are no needs to use normal maps on terrain.

In that case, the thing from your sig:
P.S. Sorry for my English.
is true.
You should have wrote it like this:
Also, this won't allow to use normal maps in terrain engine.
KukY
Veteran

 
Joined: 20 Mar 2009, 20:56

Re: Improvement for a maps quality. Milestone: 3.0

Postby MaNGusT » 21 May 2010, 17:05

KukY wrote:In that case, the thing from your sig:
P.S. Sorry for my English.
is true.

That is why I wrote that. :wink:
Last edited by MaNGusT on 21 May 2010, 17:32, edited 1 time in total.
MaNGusT

User avatar
 
Joined: 22 Sep 2006, 09:31
Location: 67 parallel, Polar region, Russia

Re: Improvement for a maps quality. Milestone: 3.0

Postby macuser » 21 May 2010, 17:08

Sorry, right now i'm really comfused. Why would you not want normal maps for terrain?
ArtRev Website

ImageImage

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
macuser
Professional

User avatar
 
Joined: 19 Mar 2010, 22:35
Location: USA

Re: Improvement for a maps quality. Milestone: 3.0

Postby KukY » 21 May 2010, 17:31

macuser wrote:Sorry, right now i'm really comfused. Why would you not want normal maps for terrain?

Well, maybe because some tiles are confusing, or have custom tlesets, or too much of somethng.
Now I confused myself :?
KukY
Veteran

 
Joined: 20 Mar 2009, 20:56

Re: Improvement for a maps quality. Milestone: 3.0

Postby MaNGusT » 21 May 2010, 17:39

macuser wrote:Sorry, right now i'm really comfused. Why would you not want normal maps for terrain?

viewtopic.php?f=33&t=2383&start=90#p51184
MaNGusT

User avatar
 
Joined: 22 Sep 2006, 09:31
Location: 67 parallel, Polar region, Russia

Re: Improvement for a maps quality. Milestone: 3.0

Postby macuser » 21 May 2010, 17:47

I see, that would be one HUGE normal map :lol2: . But how would a 4 tri tile help instead of normal map?
ArtRev Website

ImageImage

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
macuser
Professional

User avatar
 
Joined: 19 Mar 2010, 22:35
Location: USA

Re: Improvement for a maps quality. Milestone: 3.0

Postby MaNGusT » 21 May 2010, 18:14

macuser wrote:I see, that would be one HUGE normal map :lol2: . But how would a 4 tri tile help instead of normal map?

Now a mapmakers can move up and down a 4 vertexes(1 tile = 1 poly), if 1 tile = 4 polys they can move a 9 vertexes in each tile. It means that a terrain will be detailed much better. :)
tiles.png
tiles.png (3.08 KiB) Viewed 975 times
Last edited by MaNGusT on 10 Jul 2010, 21:55, edited 1 time in total.
MaNGusT

User avatar
 
Joined: 22 Sep 2006, 09:31
Location: 67 parallel, Polar region, Russia

Re: Improvement for a maps quality. Milestone: 3.0

Postby Per » 21 May 2010, 20:16

I am not sure I understand. Tiles are not one polygon today - they are composed of two triangles (think: everything in Warzone is made out of "pies"). There is still no center point to adjust, but you can "bend" the tile to create nicer surfaces.
Per
Warzone 2100 Team Member

 
Joined: 03 Aug 2006, 18:39

Re: Improvement for a maps quality. Milestone: 3.0

Postby KukY » 21 May 2010, 20:32

I think something like this would be enough, only 1 additonal point, but gives additional control over a tile and saves triangles number relative to your suggestion(8:4).
tiles.PNG
tiles.PNG (7.13 KiB) Viewed 956 times
KukY
Veteran

 
Joined: 20 Mar 2009, 20:56

Re: Improvement for a maps quality. Milestone: 3.0

Postby MaNGusT » 21 May 2010, 20:34

Per wrote:I am not sure I understand. Tiles are not one polygon today - they are composed of two triangles (think: everything in Warzone is made out of "pies"). There is still no center point to adjust, but you can "bend" the tile to create nicer surfaces.

Yes, I know - engine uses only triangles.
I think that a tiles are too big, they don't allow to make smooth edges, corners, hollows, heights, ditches, holes, craters etc. . I suggest to tessellate the grid -> 1 tile = 4 polys = 8 triangles = 9 vertexes. :)


KukY wrote:I think something like this would be enough, only 1 additonal point, but gives additional control over a tile and saves triangles number relative to your suggestion(8:4).
Interesting idea! :idea:
MaNGusT

User avatar
 
Joined: 22 Sep 2006, 09:31
Location: 67 parallel, Polar region, Russia

Re: Improvement for a maps quality. Milestone: 3.0

Postby Olrox » 21 May 2010, 23:53

MaNGusT wrote:I suggest to tessellate the grid -> 1 tile = 4 polys = 8 triangles = 9 vertexes. :)

That would make creating maps really painful, unless flaME improves a lot. I really don't know if that's necessary, probably the devs have more to say of it than me, but probably making each tile divided into 4 triangles would probably reduce our poly count limits for AR models, and that's not good :hmm:
Olrox

User avatar
 
Joined: 03 Jul 2007, 18:10

Re: Improvement for a maps quality. Milestone: 3.0

Postby MaNGusT » 22 May 2010, 06:20

Olrox wrote:That would make creating maps really painful, unless flaME improves a lot.

Of course! Thus flaMe should use brush(es) with strength and size options to operate with groups of vertexes. :)
MaNGusT

User avatar
 
Joined: 22 Sep 2006, 09:31
Location: 67 parallel, Polar region, Russia

Next

Return to Ideas and suggestions

Who is online

Users browsing this forum: No registered users and 2 guests