Leroy30 Posted January 27, 2014 Report Share Posted January 27, 2014 (edited) Have started making a massive map thanks to height-maps being able to create bigger-than-giant maps.EDIT: Most recent images posted @ 11:46pm 1st Feb Edited February 1, 2014 by Leroy30 7 Quote Link to comment Share on other sites More sharing options...
idanwin Posted January 27, 2014 Report Share Posted January 27, 2014 You may want to make the shores more accessible in some places.Looking forward to seeing more of your map! Quote Link to comment Share on other sites More sharing options...
Leroy30 Posted January 27, 2014 Author Report Share Posted January 27, 2014 Completely agree! Just started with a height map so there will need to be some tweaks. For instance I think it will be a good idea to join the two oceans a bit better so ships can get through.I think we'll have to wait a few years for computers to catch up to play this though lol. It's going to have an insane number of objects on there.My computer is rendering it in game mode at around 100 to 150 fps at the moment but up at around 75 citizens it starts getting a hideous lag!Mind you it'll probably take me a couple years just to finish it, its that big! Quote Link to comment Share on other sites More sharing options...
Leroy30 Posted January 27, 2014 Author Report Share Posted January 27, 2014 Some more eye-candy Quote Link to comment Share on other sites More sharing options...
implodedok Posted January 28, 2014 Report Share Posted January 28, 2014 My computer is rendering it in game mode at around 100 to 150 fps at the moment but up at around 75 citizens it starts getting a hideous lag!I think that means the game engine has no problems handling such big maps whatsoever, but the pathfinder and unit AI aren't designed with maps of that size in mind. There's a good chance that a lot of the performance improvements, which are in the works for 0 A.D, will make your map run a lot smoother. Quote Link to comment Share on other sites More sharing options...
Leroy30 Posted January 28, 2014 Author Report Share Posted January 28, 2014 I think that means the game engine has no problems handling such big maps whatsoever, but the pathfinder and unit AI aren't designed with maps of that size in mind. There's a good chance that a lot of the performance improvements, which are in the works for 0 A.D, will make your map run a lot smoother.Hope so!It does seem to be the AI rather than the rendering engine. FPS isn't going any lower than 80fps at the worst even when that unit lag starts happening. Quote Link to comment Share on other sites More sharing options...
niektb Posted January 28, 2014 Report Share Posted January 28, 2014 Just a question: how did your images end up so blurry? Quote Link to comment Share on other sites More sharing options...
Leroy30 Posted January 28, 2014 Author Report Share Posted January 28, 2014 Just a question: how did your images end up so blurry?I have the DOF (Depth Of Field) post-effect turned on for that map.Haven't yet made up my mind but I think I kind of like it. It gives you a more realistic line-of-sight so that enemy units whilst they may be within close proximity are not 100% noticeable unless you are right on top of them. Quote Link to comment Share on other sites More sharing options...
niektb Posted January 28, 2014 Report Share Posted January 28, 2014 Well, somehow I can't get these working on my PC so I never had seen it before. Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted January 28, 2014 Report Share Posted January 28, 2014 You need to enable it in the settings: http://trac.wildfiregames.com/wiki/Manual_Settings Quote Link to comment Share on other sites More sharing options...
wraitii Posted January 28, 2014 Report Share Posted January 28, 2014 Pathfinder is definitely not made to handle such big maps right now. Graphics can probably scale up way better as long as there are not too many entities (frustrum filtering is slow) and there are many stuffs that are repeated (several of the same tree…). Range Queries should hold up somewhat well, though again as the number of entities grows it'll suffer. AI is probably similar. 1 Quote Link to comment Share on other sites More sharing options...
niektb Posted January 28, 2014 Report Share Posted January 28, 2014 You need to enable it in the settings: http://trac.wildfiregames.com/wiki/Manual_SettingsI did so, still no luck. Will try it on my other PC. Quote Link to comment Share on other sites More sharing options...
Leroy30 Posted January 29, 2014 Author Report Share Posted January 29, 2014 Pathfinder is definitely not made to handle such big maps right now. Graphics can probably scale up way better as long as there are not too many entities (frustrum filtering is slow) and there are many stuffs that are repeated (several of the same tree…). Range Queries should hold up somewhat well, though again as the number of entities grows it'll suffer. AI is probably similar.Shame about the trees. I've done them all as entities Wonder if there's a way to have natural resources as actors and only convert them to entities once a civ starts mining them?Not that I really know what I'm talking about! Quote Link to comment Share on other sites More sharing options...
Romulus Posted January 29, 2014 Report Share Posted January 29, 2014 In time this will prove useful. Almost certainly for an online multi player world. And I do believe I actually queried about map adjustments just the other day Quote Link to comment Share on other sites More sharing options...
wraitii Posted January 29, 2014 Report Share Posted January 29, 2014 Shame about the trees. I've done them all as entities Wonder if there's a way to have natural resources as actors and only convert them to entities once a civ starts mining them?Don't worry about it too much, the game would have been slow even with actors once the map is over There's no way to do such a thing so far, but it would be an area of work to treat some entities as more dormant when they are unused. Quote Link to comment Share on other sites More sharing options...
Leroy30 Posted January 29, 2014 Author Report Share Posted January 29, 2014 Messing around with the graphics settings again to try for a more natural look. 1 Quote Link to comment Share on other sites More sharing options...
idanwin Posted January 29, 2014 Report Share Posted January 29, 2014 Man, I love those riverbeds! Quote Link to comment Share on other sites More sharing options...
Leroy30 Posted January 29, 2014 Author Report Share Posted January 29, 2014 Man, I love those riverbeds! Quote Link to comment Share on other sites More sharing options...
Leroy30 Posted January 29, 2014 Author Report Share Posted January 29, 2014 Man, I love those riverbeds!You should check out the latest riverbed screenshot! 2 Quote Link to comment Share on other sites More sharing options...
wraitii Posted January 30, 2014 Report Share Posted January 30, 2014 That does look very good (in a sort of mystical way because of the very green feel) Quote Link to comment Share on other sites More sharing options...
idanwin Posted January 30, 2014 Report Share Posted January 30, 2014 I you ever have to replace lots of objects with other objects: open the map in a text editor, search for the object that you want to replace and with a 'find and replace all' you can replace all of them with another. Since your map is huuuge that might cause some problems because you might not want to replace all objects of one type. But it might be useful anyway! Quote Link to comment Share on other sites More sharing options...
Leroy30 Posted January 30, 2014 Author Report Share Posted January 30, 2014 I you ever have to replace lots of objects with other objects: open the map in a text editor, search for the object that you want to replace and with a 'find and replace all' you can replace all of them with another. Since your map is huuuge that might cause some problems because you might not want to replace all objects of one type. But it might be useful anyway!Thanks for the tip!I could always write an easy script to randomize it. i.e say put a cap on the number of entity trees and randomize the distribution. Quote Link to comment Share on other sites More sharing options...
Leroy30 Posted January 31, 2014 Author Report Share Posted January 31, 2014 Some more eye-candy!Tweaked the water and fog levels. 2 Quote Link to comment Share on other sites More sharing options...
Leroy30 Posted January 31, 2014 Author Report Share Posted January 31, 2014 3 Quote Link to comment Share on other sites More sharing options...
leper Posted January 31, 2014 Report Share Posted January 31, 2014 Looks gorgeous! Quote Link to comment Share on other sites More sharing options...
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