Loading...
  OR  Zero-K Name:    Password:   

Automatic map generation

19 posts, 1471 views
Post comment
Filter:    Player:  
sort

11 years ago
Would anyone be interested in helping me to make one? I have a few ideas on how to create the map layout, but I have no skills in actually rendering a map. I think such autogen maps could add some interesting features to the game. After all, engine supports all kinds of shades and such so texturing is not such a big issues as before.
+0 / -0
I have heard rumors this has been worked upon somewhat, but I'm not sure what direction to point you in. Better to ask on the spring engine forums.

I think the main issue holding this back is that maps must be precompiled before being usable in spring. Heightmap could in theory be generated using techniques like in terraform, texture is another thing. Ground decals (what is on top of terraform) are good for small areas but I'm not sure if covering an entire map with them is feasible performance wise.
+0 / -0
Your late... PepeAmphere has already made such. It's called notAmap.
But it's not perfect. It does not have texture, and on lower end computers it takes a while to load.
+0 / -0

11 years ago
I was thinking about making a map generator that works outside of spring engine itself and rather as a standalone tool - and notAmap is more like a bunch of LUA. The purpose of that would be to make maps for 1v1's as well as for potential reincarnation of planetwars.

Why not go with existing maps? Well primarily because it can be done so why the hell not? After all, starcraft-style maps can be generated without massive difficulties technically and can be very very playable. A few existing maps can be cannibalized to extract texture data and lua and then a few patterns can be made:
desert (hills + some rocks)
forest (small cliffs + ton of trees and some lakes)
Ice planet (Icy cliffs with pools of water)
lush planet (ton of small swampy areas with orientation on amph and hover play)
archipelago (water with small islands)
lava (islands of land connected with bridges with lava in between)
mountains (huge elevations with passes connecting bases)
Last stand (for chicken play) - small base with desolate landscape all around it

Launch a small-ish server that makes a few of each type and then just load one when someone needs it to play.

Maybe it would pay off to actually try to come up with design patterns first and after that is done get the algorithms to replicate them. That is assuming engine devs do not kill the sm3 format...
+0 / -0


11 years ago
well, since you mention it they actually are: http://springrts.com/phpbb/viewtopic.php?f=13&t=30806&sid=4739a1359f772842badc27c01cb1e93d
+0 / -0

11 years ago
that is exactly my concern... if they do that we are screwd, as there will be no way in hell autogenerated maps would work...
+0 / -0


11 years ago
sm3 is a mostly broken and incomplete implementation that had major rendering problems. There's a reason it's not used for any maps anymore.
+0 / -0

11 years ago
Yeah... and sm2 is an old and very inefficient format that is completely worthless when it comes to dynamic map generation...
+0 / -0
11 years ago
They are not removing the source for sm3, only commenting out certain parts so it's not compiled. Unless you or someone else improves it, it is a dead map format. Spring 91/94 will be around for a long time so you will always have an engine to test with. If you gain ground, I'm sure they will reevaluate their opinion and bring it back.
+0 / -0
11 years ago
There is already a function in blender that would make this possible. Just use the displace modifier with a procedural texture and then render it as a heightmap. Get a look at this.
+0 / -0

11 years ago
That's the thing - making a heightmap is only half the problem. Actually rendering a map is a different story. I mean, a decent heightmap is not so hard to generate, but a good texture application requires serious texture work. And sm3 does that for you - which is super nice.

Anyway, you are right about the fact that they will probably revert it if there is a use-case.
+0 / -0


11 years ago
You keep claiming sm3 is a better format. Have you ever actually made a map with sm3?
+0 / -0

11 years ago
Only one about a year ago - i have not made maps lately. However I remember the pain of rendering a 500Mb bitmap and I never enjoyed it. Not mentioning that trying to match the stretched texture over cliffs and stuff like that is pain in the ass.
+0 / -0


11 years ago
smf is not useless for procedural map generation, just check out hex farm: http://zero-k.info/Maps/DetailName?name=Hex%20Farm%207

All of that map is generated when the game is loaded, texture, height, everything. Also notice how the sides of the hexes don't have texture stretching despite being totally vertical
+0 / -0


11 years ago
quote:
sm3 is a better format

SM3 had the potential to become one. We have the power, though.

Time for SM4? I'd expect Headhunter to be somewhat capable of hacking one together.
+0 / -0

11 years ago
if this automap generator will exist sometime, i demand the generation of maps with fancy colors! see http://zero-k.info/Maps/Detail/12145

+2 / -0

11 years ago
Just make a map with a snow/sand uniformish texture and then give it randomy sloping bumps and cliffs in a symetrical pattern.

Hell you could do this on a soft map by spawning a bunch of superfusions and blowing them up, which would create natural ridges and slopes.

Use lightning, ala arctic plains, to make the engine slopes look all slopey without needing any texture, and done.
+1 / -0
11 years ago
I'm surprised no one has mentioned springs built in random map generator. No idea how well it works but it's probably worth a mention.
+0 / -0

11 years ago
Well yeah, I am capable of making sm4, but I do not have the time to do it. So it is not happening, at least not anytime soon. I will think about the generator ideas though - now that it seems I need it ready yesterday=)
+0 / -0