Takhomasak
Member
- Joined
- Aug 17, 2014
- Messages
- 230
Just one more disclaimer.
This is an issue with Core3 that just can't be worked around yet.
It is possible to confuse or even crash your server if you are admin speed running around the bitmap regions of the terrain. (the Echo Base area, and the two unique mountain regions in the north) You will notice it giving errors with terrain cache, targabitmap.cpp, etc... sometimes it crashes sometimes it does nothing but show the error in console and keep running.
It is not possible to use bitmaps for terrain in Core3 the same way it was in live SWG. But I have tested them extensively for many months now and have not seen any problems caused by normal play activities. Just occasionally while using a speed of 25 or higher to survey them on a server.
Just don't be alarmed if you notice this. I am not afraid to generate all of Hoth with code if the bitmaps turn out to be unstable in the long term... but for bringing things like Echo Base, Kashyyyk, Mustafar back, we will have to use them
One of the reasons that I used the bitmaps instead of the code generated mountains I'd posted in the preview thread is the texture blending. Using the code generation, it was very difficult to get the right stack of effects that would make the rocky mountains look snow dusted without the patterns of rock that emerged looking very pixelated and squareish... The bitmap distorts the land in ways that are difficult to achieve with the raw numbers...and allows more efficient creative freedom.
This is an issue with Core3 that just can't be worked around yet.
It is possible to confuse or even crash your server if you are admin speed running around the bitmap regions of the terrain. (the Echo Base area, and the two unique mountain regions in the north) You will notice it giving errors with terrain cache, targabitmap.cpp, etc... sometimes it crashes sometimes it does nothing but show the error in console and keep running.
It is not possible to use bitmaps for terrain in Core3 the same way it was in live SWG. But I have tested them extensively for many months now and have not seen any problems caused by normal play activities. Just occasionally while using a speed of 25 or higher to survey them on a server.
Just don't be alarmed if you notice this. I am not afraid to generate all of Hoth with code if the bitmaps turn out to be unstable in the long term... but for bringing things like Echo Base, Kashyyyk, Mustafar back, we will have to use them
One of the reasons that I used the bitmaps instead of the code generated mountains I'd posted in the preview thread is the texture blending. Using the code generation, it was very difficult to get the right stack of effects that would make the rocky mountains look snow dusted without the patterns of rock that emerged looking very pixelated and squareish... The bitmap distorts the land in ways that are difficult to achieve with the raw numbers...and allows more efficient creative freedom.