Talk:Proposals/Shared Map Tiles


Blending Problems

I could be wrong, but I think that the blending process is very much visual-only. It might be very difficult to implement material system parameters (bump, etc) on a blend. If this is the case (and Sandro or Mattn will know better), then it may be better to implement a different texture-swap for this case in particular, one which would not blend a texture on the top but actually replace it earlier in the process, like the dummy texture system used in ufocrash. --H-hour 15:04, 20 March 2013 (SAST)

Yes, replacing would be a lot better - we have to somehow specify which texture should be used for replacing. But this does not solve the problem of rotated or scaled textures - so we would have to extend the replacement code (to also replace the texcoords). --Mattn 15:11, 20 March 2013 (SAST)
Extending the code to replace the texcoords would great. If this proves too complicated, I think we could live with out it. Each RMA will have to have this implemented itself. During that process, it should not be too difficult to ensure the ground texture on all tiles matches a standard scale (I would say 0.25). To be honest, this should be a standard we aim towards anyway. Many of the old maps have really bad texture scaling issues. --H-hour 15:17, 20 March 2013 (SAST)
If a replacement sytem is the best way, fine. Imo replacing the texcoords in the code is not needed. This can easily be done in the map files. --ShipIt 21:01, 20 March 2013 (SAST)


  • ShipIt, what do you mean by: "We need unified tile descriptors."? --H-hour 14:07, 20 March 2013 (CET)
The tile descriptor for the shared tile is located in the shared.ump so far. This needs to fit in all maps where the tile is used. I think this will be not much of a problem. Changing this should be part of another proposal.--ShipIt 21:01, 20 March 2013 (SAST)

Lighting problems

We still have the problem with the lightmaps. But this could be worked around with autogenerating the maps (as they are just copies of the shared map tile with changed lighting parameters in the worldspawn) --Mattn 15:24, 20 March 2013 (SAST)

To decide which lighting settings we should take, the default worldspawn flags should be moved to the ump file, too. (they should still be override-able in the map file) --Mattn 14:26, 20 March 2013 (CET)