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Individual Mods and Packs for IL-2 1946 => Skins, Maps, Missions & Campaigns => ETO Maps => Topic started by: StG77_HaDeS on June 09, 2010, 12:26:38 PM

Title: Small performance Fix for Canon's Channel map Version 2 (final). (20-06-2010)
Post by: StG77_HaDeS on June 09, 2010, 12:26:38 PM
Hello all, :)

I have lowered all the 24bit textures that didn't have layers to the game's native 8bit color depth and this improves performance to a degree.
To use the following download you must have installed Canons map. If you are an UP user DO NOT download this. The UP has its own installer for this fix.
Extract the contents according to Cannon's file structure.

EDIT:
The following links contain the Version 2 (and last) with more tweaked textures of Canon's map for better performance.


Download Version 2 from Filefront (http://www.filefront.com/16812645/CanonsChannel8bitV2.7z)

Download Version 2 from Mediafire (https://www.mediafire.com/?02hzwhznmnr)

To unzip the file you will need 7zip. Its Open source and free:
http://www.7-zip.org/ (http://www.7-zip.org/)

Enjoy!, :)
Title: Re: Small performance Fix for Canon's Channel map.
Post by: philip.ed on June 09, 2010, 01:42:52 PM
SO why can't UP users d/l this? I prefer a manual install myself ;)
Title: Re: Small performance Fix for Canon's Channel map.
Post by: StG77_HaDeS on June 09, 2010, 02:28:49 PM
Because the file structure of UP uses the Files folder while the stand-alone canons map uses the MODS one ;)
Title: Re: Small performance Fix for Canon's Channel map.
Post by: philip.ed on June 09, 2010, 02:29:54 PM
Ah OK ;) Thanks ;)
Title: Re: Small performance Fix for Canon's Channel map.
Post by: StG77_HaDeS on June 10, 2010, 05:40:42 AM
Unfortunately the map has so many 24bit objects having alpha-layers and i cannot do anything more than i have done already. It is a small performance boost, but it was the max i could do.

Cheers :)
Title: Re: Small performance Fix for Canon's Channel map.
Post by: SAS~Anto on June 10, 2010, 05:58:27 AM
I believe the alpha-layer issue is mainly to do with the 'destroyed' version of buildings. It is less costly performance wise to use an alpha layer than more polys to make the damage.

What Cannon's map needs in addition to this 8bit patch is a reduced actors versions, whilst the 352nd one needs actors!
Title: Re: Small performance Fix for Canon's Channel map.
Post by: shardana on June 10, 2010, 06:57:52 AM
Hi all, I'd really love to be able to fly on cannon's map but unfortunately my vaio 8400 gt gpu seems to suffer a bit with it. anything useful to make this map lighter is very welcome!!
Title: Re: Small performance Fix for Canon's Channel map.
Post by: StG77_HaDeS on June 10, 2010, 09:48:56 AM
I believe the alpha-layer issue is mainly to do with the 'destroyed' version of buildings. It is less costly performance wise to use an alpha layer than more polys to make the damage.

Yes but many non-destroyed version of buildings have alpha layers such Eiffel tower, and other landscape textures. Not to metnion the airfields that because they are too many and different types the game loads 90 of them at a total cost of around 300MB of textures!
A true performance killer. That's why we need STC3 and modified executables in order to run the map. Its them most memory and resource consuming map i ever seen. A true performance killer. It makes me sad because it is nicely done.

What Cannon's map needs in addition to this 8bit patch is a reduced actors versions, whilst the 352nd one needs actors!

True, but the 352nd map is fully playable and it performs quite well in multiplayer. Especially the upcoming version of it. maybe it will be out tomorrow :)

Cheers, :)
Title: Re: Small performance Fix for Canon's Channel map.
Post by: philip.ed on June 10, 2010, 09:55:57 AM
Actually, the 35nd map could do with edited tree-tga's. I find that the current ones have too many trees, and down-low the performace is poor.
Title: Re: Small performance Fix for Canon's Channel map.
Post by: canonuk on June 11, 2010, 02:10:43 PM
Not to metnion the airfields that because they are too many and different types the game loads 90 of them at a total cost of around 300MB of textures!
A true performance killer. That's why we need STC3 and modified executables in order to run the map. Its them most memory and resource consuming map i ever seen. A true performance killer. It makes me sad because it is nicely done.


Yes, I agree that the way I've done airfields causes a massive impact on performance. It's probably the main reason my map plays slowly on some systems. But I am currently redoing all the airfields with regular runway plates, so it will do away with those large textures.

Joe
Title: Re: Small performance Fix for Canon's Channel map.
Post by: Nicholaiovitch on June 11, 2010, 03:16:19 PM
I fly with a small squad that is fortunate enough to all have dual core (modest....mine is an E8400) or better CPUs and as a result we just love the Canon Channel map as it is, with many missions both MDS and some co-op built and used all the time.

I fully understand the need to help out with those that have performance issues, but please..... please do not delete these lovely heavily textured Canon maps that we use every week from UP201. "Adding" separate  reduced textured maps will I hope be the way without the need to delete these works of art.

Nicholaiovitch :o
Title: Re: Small performance Fix for Canon's Channel map.
Post by: StG77_HaDeS on June 11, 2010, 06:25:26 PM
There are NO "reduced" textures. Game utilizes up to 256 colors. The 24bit color depth are for textures that have Alpha channels. Don't worry the qality is the same.

BTW, the UP installer for 352nds final version and for Canons Channel map has been released ;)

http://ultrapack.tuttovola.org/index.php/topic,2634.msg25192/topicseen.html#msg25192 (http://ultrapack.tuttovola.org/index.php/topic,2634.msg25192/topicseen.html#msg25192)

P.S.
The above link is ONLY for UP users.
Title: Re: Small performance Fix for Canon's Channel map.
Post by: StG77_HaDeS on June 11, 2010, 06:27:14 PM
Yes, I agree that the way I've done airfields causes a massive impact on performance. It's probably the main reason my map plays slowly on some systems. But I am currently redoing all the airfields with regular runway plates, so it will do away with those large textures.

Joe

That would be great Joe, :) And will help people to play this marvelous map on multi-player too ;)

Cheers,

Panos
Title: Re: Small performance Fix for Canon's Channel map.
Post by: philip.ed on June 12, 2010, 04:41:07 AM
Does anyone know if there's a way to edit the tree.tga's on the 352nd map so that less trees populate the fields? This would greatly improve fps down-low with little degrading in terms of graphics ;)
Title: Re: Small performance Fix for Canon's Channel map.
Post by: canonuk on June 12, 2010, 02:35:08 PM
Have fewer white pixels on those tgas, Philip.
Title: Re: Small performance Fix for Canon's Channel map.
Post by: philip.ed on June 12, 2010, 03:03:43 PM
OK, so could I attempt to edit it in photoshop and black over the white bits? ;)
Title: Re: Small performance Fix for Canon's Channel map.
Post by: canonuk on June 12, 2010, 04:21:58 PM
Yeah. Remember to save it as a greyscale image. Just use a black 1pixel brush, reduce the amount of white and save.
Title: Re: Small performance Fix for Canon's Channel map.
Post by: philip.ed on June 14, 2010, 01:55:50 AM
:D Cheers Joe, I'll give that a go
Title: Re: Small performance Fix for Canon's Channel map.
Post by: philip.ed on June 14, 2010, 05:10:07 AM
'scuse double-post lads, but I edited the tree-tga's on the 352nd map to give me much better fps.

Here's the d/l: http://www.filefront.com/16744853/352nd_FPS%20firendly_tree.tga%27s.zip (http://www.filefront.com/16744853/352nd_FPS%20firendly_tree.tga%27s.zip) sorry, only filefront. This is the first time I've done anything with maps, so if there are any issues let me know ;) Personally I like this as I get lots of nice trees, but great performance too.

@352nd team, I hope you don't mind this.

EDIT_damn, spelling error in title. Nevermind :P
Title: Re: Small performance Fix for Canon's Channel map.
Post by: StG77_HaDeS on June 15, 2010, 01:46:02 AM
Joe,
Isn't the 256x256 the default dimension for the objects? Many if your objects have 512x512 pixels dimension. I think it may be too much. If they were decreased to 256 would be perfect for the playability of your map. What do you think?

Regards,
Title: Re: Small performance Fix for Canon's Channel map.
Post by: canonuk on June 15, 2010, 01:26:45 PM
The common objects like houses and towns tend to be 256x256. It's only really the unique objects that have the larger textures, and since they don't appear too often they aren't a massive impact. But, hey, if you want to change some of the texture sizes be my guest :)  I still think though that the major impact is the airfield textures, far more significant than the building textures. Perhaps wait until I've released the new airfields version before seeing if you need to resize the building textures too.

Joe
Title: Re: Small performance Fix for Canon's Channel map.
Post by: StG77_HaDeS on June 16, 2010, 12:59:47 AM
Good news, :)
BTW, i resized your airfields from 1024x1024 to 512x512 and the looked ok except the runways which were looked like "washed up". If you could make your new runways 512x512 they will occupy 1MB instead of 4Mbs and the performance will be super! ;)

cheers,

Panos

The common objects like houses and towns tend to be 256x256. It's only really the unique objects that have the larger textures, and since they don't appear too often they aren't a massive impact. But, hey, if you want to change some of the texture sizes be my guest :)  I still think though that the major impact is the airfield textures, far more significant than the building textures. Perhaps wait until I've released the new airfields version before seeing if you need to resize the building textures too.

Joe
Title: Re: Small performance Fix for Canon's Channel map.
Post by: canonuk on June 16, 2010, 01:27:24 PM
Well, I don't intend to use those large airfield texture plates in the 'patch' - just airfields built the usual way.
Title: Re: Small performance Fix for Canon's Channel map.
Post by: Murph on June 18, 2010, 08:40:13 AM
Joe, in my squad we have a couple of players with older systems who can't currently join coops using your beautiful maps. Your patch would be most welcome- is it a long way off?
I do understand that you have a life and much greater responsibilities than this, but I'm wondering nonetheless.
Thanks for the great maps and all the hard, painstaking work involved.
Title: Re: Small performance Fix for Canon's Channel map.
Post by: StG77_HaDeS on June 20, 2010, 02:53:13 PM
Bump! :)
Version 2 (and last) in the first post here:
https://www.sas1946.com/main/index.php/topic,6148.msg62497.html#msg62497 (https://www.sas1946.com/main/index.php/topic,6148.msg62497.html#msg62497)

I re-sized more textures and the performance is even better :)
I think it will be ok for most players while we are waiting for Joe's new version, :)

Cheers!
Title: Re: Small performance Fix for Canon's Channel map Version 2 (final). (20-06-2010)
Post by: Knochenlutscher on June 23, 2010, 10:30:46 AM
 :'( Removing those beautifull camouflaged airbases? Then please leave an older version availlable, because I love them, you have to look twice or three times to make them out. They're the reason why I like your map, comes more to historical ones, than those static 1/2 strips. Not like stock bases, wich are blistering through kilometres away and have the same structure. Yes performance, make a version for those with less capacity, but please leave one for those who like those fields, am I the only one?
Title: Re: Small performance Fix for Canon's Channel map Version 2 (final). (20-06-2010)
Post by: StG77_HaDeS on June 23, 2010, 01:21:59 PM
You already have the original fields right? So why the fuzz ? If you don't like "smaller" fields then don't download the new version.
simple ;)
Title: Re: Small performance Fix for Canon's Channel map Version 2 (final). (20-06-2010)
Post by: JG26_Badger on June 23, 2010, 02:52:45 PM
S!:

I agree HaDes  , nothing worse than having these great maps and not being able to use them especially online with 60 + players.  I really enjoy Canon's Channel Map as well as the new 352nd Channel Map. and the new Bay of Biscay Map.  I would hope that we could get Ashe Battle of France Map completed and fixed.  That way you could fight from the German Border all the way through western europe in early war , then defend during mid-late war and see if you can hold the line or be driven back to the east.  On line of off line players what a campaign that would be!

S~JG26_Badger
Title: Re: Small performance Fix for Canon's Channel map Version 2 (final). (20-06-2010)
Post by: philip.ed on June 24, 2010, 12:10:13 PM
+1 Badger :D or even have the ability in the game for your squadron to be moved bases. First you can start in France, then fight the BoB and then move to exeter for a rest.... ;)
Title: Re: Small performance Fix for Canon's Channel map Version 2 (final). (20-06-2010)
Post by: GilB57 on October 25, 2010, 04:11:53 AM
Quote
Perhaps wait until I've released the new airfields version before seeing if you need to resize the building textures too.

Joe

This is a VERY VERY great new for me (as I always was a defender of your great map)
Title: Re: Small performance Fix for Canon's Channel map Version 2 (final). (20-06-2010)
Post by: philip.ed on October 27, 2010, 12:15:08 PM
Does this work?

http://www.filefront.com/17251021/352nd-FPS-friendly-tree.tgas.zip/


Try setting your tress to euqal 3 :D This also increases performance, and gives better looking trees.
Title: Re: Small performance Fix for Canon's Channel map Version 2 (final). (20-06-2010)
Post by: SAS~Tom2 on October 27, 2010, 01:58:31 PM
Does this work?

http://www.filefront.com/17251021/352nd-FPS-friendly-tree.tgas.zip/


Try setting your tress to euqal 3 :D This also increases performance, and gives better looking trees.

Thanks, Mister philip.ed!
Worked. Will try soon, one of the best maps.
Cool!

Tom

(Not sure what you ment with the tree setting, my config.ini "forest" is on "3", the map's load.ini features a line called "Tree0 = Trees/sk_AlteredBush8a.tga" and one column:
"Wood0 = forest/summer/sk_ForestGr.tga
Wood1 =
Wood2 = forest/summer/sk_ForestFar.tga
Wood3 =                  ")

Okey..  ;)
Title: Re: Small performance Fix for Canon's Channel map Version 2 (final). (20-06-2010)
Post by: philip.ed on October 27, 2010, 02:44:00 PM
Sorry, I was talking about the load.ini setting ;D

Is this better? I have stopped using it since finding that forest=3 gave me better fps ;)
Title: Re: Small performance Fix for Canon's Channel map Version 2 (final). (20-06-2010)
Post by: SAS~Tom2 on October 28, 2010, 03:51:44 AM
I think it worked well!  ;D
Thanks again!

Cheers
Title: Re: Small performance Fix for Canon's Channel map Version 2 (final). (20-06-2010)
Post by: Checkyersix on March 09, 2011, 07:57:23 PM
I keep getting a load of these errors in my log.lst when trying to load these textures:

[2:52:28]   WARNING: TPixelMap::Load('MAPS/_Tex/land/summer/can_channel/gsum_compans_french_fields_1.tree.tga')-Error

Any ideas?