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Re: CMM - stamp of quality for maps

Posted: Mon Nov 14, 2011 4:50 pm
by flajeen
Rayne wrote:If you don't understand power of 2 rule then you definitely should not be a mapper.
No offense intended, but it's true.
Power of 2 is simple.
Each next is 2 times bigger then the previous one.
This applies not just in textures but in other computer related things. Like RAM, you'll never see a computer with 456 MB of RAM, or 2367 MB.
Manufacturing standard always has and always will be a power of 2.
Lets take 128 as our starting point, 128*2=256, 256*2=512, 512*2=1024, 1024*2=2048....and so on.
Why is this important for UrT. idtech3 engine uses power of 2 textures, which means a 768*768 texture won't be accepted or displayed at it's true resolution. UrT will automatically resize it to the lowest first power of 2 value.
So your 768*768 will in the end be displayed as 512*512. All you achieved is an increase in pk3 file size without any benefits at all.


I've seen computers with 3072mb (3gb), 192mb.

xandaxs, you've probably studied that on school, at least i did.

2^1 = 2
2^2 = 4
2^3 = 2x2x2 = 8
2^4 = 2x2x2x2 = 16

...

Re: CMM - stamp of quality for maps

Posted: Mon Nov 14, 2011 5:03 pm
by nemNEMnem
what the hell happens with my reply? it is gone? :(
again: i realy like that idea, je, but one thing i would put out of the list: the .aas-file, it is not always possible to compile this file and i think just funmaps or maps like skeetshoot need it.

Re: CMM - stamp of quality for maps

Posted: Mon Nov 14, 2011 5:37 pm
by Rayne
192=128+64
3072=2048+1024
There is always a power of 2, always. And the computer doesn't recognizes 3072 GB it recognizes 2048+1024 and displays the ending result to the user.

Re: CMM - stamp of quality for maps

Posted: Mon Nov 14, 2011 5:41 pm
by v3nd3tta
what's about 33 bit processors? lol
ps: can you make a list with all those cool "power of 2 /+ power of 2 added" things?
would be really useful if I'd ever come to my texture plans and also nice for the wiki ;)

Re: CMM - stamp of quality for maps

Posted: Mon Nov 14, 2011 6:05 pm
by DagF
It's already here: wiki/index.php/Textures:Custom

What's any use for mapping would be 16, 32, 64, 128, 256, 512(this is normaly the greatest for urt 4.1), 1024, 2048(maybe for use in urt hd). You can use 1, 2, 4 and 8 too but i really dont see why you would.

The textures dosent have to be eg. 512*512 it can be 128*512 or 256*512. It really depends and you know best when it will be to good use. for a corridor wall i would make it 256 high and 512 wide. couse you will have it to tile horisontal so when it's biggher that way it will go longer before it repeat itselfe.

Re: CMM - stamp of quality for maps

Posted: Mon Nov 14, 2011 6:11 pm
by Rayne
v3nd3tta wrote:what's about 33 bit processors? lol
ps: can you make a list with all those cool "power of 2 /+ power of 2 added" things?
would be really useful if I'd ever come to my texture plans and also nice for the wiki ;)

Why plural, there was only one back in the 80's. And on top of all intels 432 was a fail so it doesn't counts :P

Re: CMM - stamp of quality for maps

Posted: Mon Nov 14, 2011 6:36 pm
by xandaxs
and that's just it? O_O
I though it was something way more complicated!!

Can mappers still achieve full quality of the texture if it is for example 512*1024?

Re: CMM - stamp of quality for maps

Posted: Mon Nov 14, 2011 7:14 pm
by xandaxs
My idea was something like this:
Image

But with the tick comming our of the circle.. [circle doesn't need to be a "perfect circle"], and saying Approved by the CMM community or the long name, Custom Map Makers community

Re: CMM - stamp of quality for maps

Posted: Tue Nov 15, 2011 6:53 am
by johnnyenglish
Yeah, they're nice xandaxs - that kind of thing.

There's no official FS support for this idea but here's the deal.

The CMM stamp is something you can apply for when you release a map.

Simply post a request in this forum Map test forum with a link to your map.

The map will be tested against a checklist on clean installs of urt / urt 4.1.1 and the alpha urt hd.

If your map fails any of the tests you will be able to download a zip file containing screenshots of problems and a document containing comments and possible fixes.

You can then resubmit the map after you've fixed up the problems, you can do this as many times as you need before your map is ready for release.

If your map passes all the tests a we'll append some text (blah blah this map passes the CMM test blah blah) to your readme file and if you request it a discrete stamp will be added to your levelshot (optional). The pk3 will be added to the CMM server and you'll be able to download the certified pk3 from the CMM download, you'll also be able to use this link when you release the map.

I've had a couple of offers from people wishing to help test the maps, if anyone else wishes to help out, let me know.

It might help filter out those simple mistakes we all make when we release a map and save some red faces.

Re: CMM - stamp of quality for maps

Posted: Tue Nov 15, 2011 7:42 am
by xandaxs
I can help testing the map, and get people to test it's gameplay if needed...

And.. "CMM approved" is better, shorter, simple..