Improvement for a maps quality. Milestone: 3.0
Improvement for a maps quality. Milestone: 3.0
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. 
Re: Improvement for a maps quality. Milestone: 3.0
Not sure, I think you mean to say this WILL allow normal maps.MaNGusT wrote: Also, This will allow to not use normal maps in terrain engine.
-regards macuser
ArtRev Website

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

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
Re: Improvement for a maps quality. Milestone: 3.0
No, I meant what I said.macuser wrote:Not sure, I think you mean to say this WILL allow normal maps.MaNGusT wrote: Also, This will allow to not use normal maps in terrain engine.
-regards macuser
there are no needs to use normal maps on terrain.
Re: Improvement for a maps quality. Milestone: 3.0
In that case, the thing from your sig:MaNGusT wrote:No, I meant what I said.![]()
there are no needs to use normal maps on terrain.
is true.P.S. Sorry for my English.
You should have wrote it like this:
Also, this won't allow to use normal maps in terrain engine.
Re: Improvement for a maps quality. Milestone: 3.0
That is why I wrote that.KukY wrote:In that case, the thing from your sig:is true.P.S. Sorry for my English.
Last edited by MaNGusT on 21 May 2010, 18:32, edited 1 time in total.
Re: Improvement for a maps quality. Milestone: 3.0
Sorry, right now i'm really comfused. Why would you not want normal maps for terrain?
ArtRev Website

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

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
Re: Improvement for a maps quality. Milestone: 3.0
Well, maybe because some tiles are confusing, or have custom tlesets, or too much of somethng.macuser wrote:Sorry, right now i'm really comfused. Why would you not want normal maps for terrain?
Now I confused myself
Re: Improvement for a maps quality. Milestone: 3.0
viewtopic.php?f=33&t=2383&start=90#p51184macuser wrote:Sorry, right now i'm really comfused. Why would you not want normal maps for terrain?
Re: Improvement for a maps quality. Milestone: 3.0
I see, that would be one HUGE normal map
. But how would a 4 tri tile help instead of normal map?
ArtRev Website

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

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
Re: Improvement for a maps quality. Milestone: 3.0
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.macuser wrote:I see, that would be one HUGE normal map. But how would a 4 tri tile help instead of normal map?
Last edited by MaNGusT on 10 Jul 2010, 22:55, edited 1 time in total.
Re: Improvement for a maps quality. Milestone: 3.0
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.
Re: Improvement for a maps quality. Milestone: 3.0
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).
Re: Improvement for a maps quality. Milestone: 3.0
Yes, I know - engine uses only triangles.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.
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.
Interesting idea!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).
Re: Improvement for a maps quality. Milestone: 3.0
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 goodMaNGusT wrote:I suggest to tessellate the grid -> 1 tile = 4 polys = 8 triangles = 9 vertexes.![]()
Re: Improvement for a maps quality. Milestone: 3.0
Of course! Thus flaMe should use brush(es) with strength and size options to operate with groups of vertexes.Olrox wrote:That would make creating maps really painful, unless flaME improves a lot.

