I've copied the left part to the right so i could do a small performance test. The compiler crashed at first cause i had too many detail props, but that's because the parts that i haven't touched yet have twice as much detail props as the ones that i've finished. As it turns out it wasn't that much over the limit (64k) so this won't be a problem after all. I temporarely changed it a bit so i could compile it already. The fps was a little worse than i had though and hoped, but it doesn't have to be a huge problem. This version has no optimization whatsoever (nothing is blocking the view so everything is visible from everywhere) and there were more trees and bushes then there will be in the real version (i had set a group of trees that are redundant by now to be visible for compile by accident and then later even copied all of them along with the real trees to the other side). fps is in the top right corner: http://dl.getdropbox.com/u/234836/emp_a2009/4.jpg http://dl.getdropbox.com/u/234836/emp_a2009/5.jpg http://dl.getdropbox.com/u/234836/emp_a2009/6.jpg http://dl.getdropbox.com/u/234836/emp_a2009/7.jpg The floating trees and those stuck half through the ground in screenshot 5 or the ones that will be removed. That screenshot is the only one with less than 60 fps. I'm hoping i can get the real version to have 60 fps minimum (ON MY PC), which is a little worse than emp_bush but a bit better than emp_arid. On the highest infantry only level were you can see everything i still hope to get 50 fps minimum. I might have to remove the detail props on that level to reach that goal but we'll see.
I finally fixed the grainy texture look. The same settings for a PS plugin and Vtfedit for converting a texture to the vtf format gives an entirely different result. With the PS plugin the result was fine. The worst fps from the previous test was 48 in screenshot 5, in today's test the fps in that exact same area was the best: 96 (so yes, it doubled). The average of the 3 screenshots is 90fps, so i have some room to add details especially after optimizing it. http://dl.getdropbox.com/u/234836/emp_a2009/8.jpg http://dl.getdropbox.com/u/234836/emp_a2009/9.jpg http://dl.getdropbox.com/u/234836/emp_a2009/10.jpg
I've started working on the lowest level in the north: http://dl.getdropbox.com/u/234836/emp_a2009/14.jpg http://dl.getdropbox.com/u/234836/emp_a2009/15.jpg http://dl.getdropbox.com/u/234836/emp_a2009/16.jpg I realise screen 15 has very low fps, but i'd like to wait untill i've done the optimization before saying it's a problem.
Been trying to make transparant textures that i could use for overlays to make the terrain more detailed. It works well, so starting this evening i'm gonna go try and make textures for it. The screenshot shows 1 green test overlay texture of 2048*2048 decreased to 35% it's size to perfectly match the dry grass in scale. http://dl.getdropbox.com/u/234836/emp_a2009/17.jpg And i found the original rocks too boring so i tried using the ones from emp_bush, although with different colors and saturation to match the atmosphere. http://dl.getdropbox.com/u/234836/emp_a2009/18.jpg http://dl.getdropbox.com/u/234836/emp_a2009/19.jpg Edit: Just made my first Finished overlay texture ... and i love it !! It's a blend of my Moss1 and Ground6 texture but done manually in detail. In screen 20 you see one surface with a normal texture blending textures Grass8 and Ground4 with the new overlay, resulting in 4 textures. http://dl.getdropbox.com/u/234836/emp_a2009/20.jpg http://dl.getdropbox.com/u/234836/emp_a2009/21.jpg http://dl.getdropbox.com/u/234836/emp_a2009/22.jpg
I haven't made any real progress. Instead i've been trying to get the atmosphere right in a small area before applying it to the real map. I won't continue with the real map untill i know exactly what i'm going for, but i'm slowly getting there. On the other hand you could argue that all of this is also necessary and part of the process. However this is an old comparison image showing of the progress up untill that point: http://dl.getdropbox.com/u/234836/emp_a2009/progress.jpg I've been working with the seamless_scale feature to get less stretched textures, and while it is working in some way it is giving me some new problems while only slightly helping with the stretching. If i get these problems ironed out it should be a nice addition. Most time however i've wasted on getting selfshadowing textures working. Well, not wasted cause i finally succeeded. And yes Chris, i know it's very easy and that you knew how to do this years ago, but for my limited level of intelligence it was a timeconsuming challenge. I tested this with 1 rock texture which i then used in a tunnel to see the effect better: http://dl.getdropbox.com/u/234836/emp_a2009/ssbump.jpg http://dl.getdropbox.com/u/234836/emp_a2009/ssbump2.jpg I actually have no idea where the hell i'd use them atm, but at least now if i want to use them, i can.
Starting to come together, got what another 9 months till finished? lol Btw, those rock textures look fucking awesome man, nice work with the ssbump
Yup, mapping for Empires is over. There's a 10 % chance i'll make a turret defense map because there's not much work on that, but apart from that i'm done Hammer just doesn't cut it in these modern days. Well at least not for wide open areas.
just to much work i'm sure is what he was meaning, i've known silk for awhile, he's done some great maps but he's kinda like a perfectionist in his mapping. Plus Cordon is only good if there's a ton of spam and you want to concentrate on a small area, in emipres you really can't do that too often unless you're doinga map like district where you need to concentrate on stairs and such like that. Map was looking good but there was way to much to do for a good release.