out of memory error

out of memory error

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Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

out of memory error

Post by Dead.Rabit »

heyya im just about to compile my map that focuses on hugeness. its 50 x 50 but mapconv gives an error "out of memory."

i can edit my map by using scratch disks (virtual memory) in photoshop but i cant compile (using mothers mapconv) because it says im out of memory.

is there any way to let mapconv use my virtual memory?
or does it use virtual memory and i just need to increase it?
is there an alternative way to compile my map?

thanks alot
D.R

EDIT: might not be able to reply for the next 10 minuetes.. going down the shops to buy lunch

old mother hubbord went to the cupboard to get poor rabit a bone.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

mapconv has issues with large maps. If your texture map is
over 600mbs it crashes during compiling. I don't know of any
solutions for that problem. The mapconv utils need to be
re-write to fix that issue.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

convert your texture map to jpg. Fiddle with the quality settings until it is under 600 megs.
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

then is there a way to reduce the size of bmp files?

um for instance. if you take a screen shot and paste it in "ms paint" and save as a bmp file it is larger then if you do the same into photoshop.

i assume its differences in the way its encoded. or maybe by default paint uses more colours then photoshop

(for example i took 1 screenshot and pasted it into both.
Photoshop gave me a 1.50mb bmp file
MS Paint gave me a 2.25mb bmp file)

is there a program that can reduce the size of bmp's? or any other method of reducing the size of bmp files in photoshop?

thanks alot
D.R
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

Dead.Rabit you can convert your main texture bmp to jpg ..
mapconv can use jpgs too on the main texture.
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

wow never knew that. thanks ill give the jpeg option a go. but what other options do i have to reduce my file size besides changing the bit depth as i save?

and pressing that compress rle button?

do these settings all work with mapconv? file size has never really been an issue for me.

is there anything else i should know... like if i save 1 file to low bit depth do they all have to be that bit depth or something... someone has said something like that to me in the past...
D.R
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

im still getting that "out of memory" error messege.

i have 2 GB of ram and 10 GB of virtual memory.

im using roughly 0.5 gb of ram tops in normal processes (i havnt added them all up im just estimating here)

the texture map is now 5MB (its just the test texture for now) but i still seem to get the error
although its only 5 mb it is 25600x25600 pixels is that the problem?

the error comes up just as the converter says loading texture. it then seems to skip loading texture and goes onto loading heightmap etc.

still not sure whats wrong
D.R
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

This may sound dumb, but I must ask ...

texture map size = 25600 ..
feature map size = 3200 ?
height map size = 3201?
metal map size = 3201?

Do you have all the proper files ... the geovent.bmp in folder, a fs.txt
if using custom feature, a nvdxt file ..? Also, can't forget the mapconv.exe

Did you make a bat file to conpile your map?

They last map I did, the bat file looked like this ..
@ECHO OFF
ECHO
ECHO.
ECHO Edit this file in notepad.
ECHO.
ECHO Make sure all map bitmaps are present in the same directory as Mapconv.
ECHO.
ECHO Mapconv help will now display.
PAUSE
mapconv -help

ECHO MapConv will now run again with the parameters you have added. If you haven't touched this file yet, something bad will probably happen.
pause

REM Edit below.

mapconv.exe -i -l -x 279 -n -50 -f apr-fm.bmp -m apr-mm1.bmp -a apr-hm.bmp -t apr-mm22.bmp -o Smoth-Heights-V1.smf -c .3
PAUSE

I hope some of this helps you out.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

BMP is an uncompressed image format. There is no way to make them smaller, save using less colors overall(for example you could convert to 256 colors, but that would look ugly as shit.

BTW something is very very wrong. An image that huge would be more than 5 megs, unless it was only 1 color, even then it would be bigger.

Screenshots??? Dude, unless you have a screen with the resolution of 25000x25000 that little deal isn't going to work. In fact, unless you made backups, you may have already lost your texture.
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

this is the most recent version i tried to compile. i just wanted to try out the feature and heightmaps so the other maps are plain.

yes if you dont believe me the 25600x25600 texture is just one colour and is just under 5 mb

i have tried compiling a veriety of files this just happens to be the most recent one that i tried.

ive also included my compile_my_map.bat file

not entirely sure whats going wrong still. but maybe someone can help
Image

sorry its been a while since i last replied to this topic i just got home

p.s. winzip / winrar is needed to unzip this file.
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

just managed to try out the advice about using a jpg file for the texture. but it seems to give me a whole new error. i used max compression (zero quality) to keep it small and easy to manage.. maybe thats the problem but it says

"this application has requested the runtime to terminate in an unnusual way please contact the applications support team for more information"

so i figure ill just stick with bmp's for the time being
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

You must use a baseline jpg, not progressive.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Did some testing, short version, you're farked.

The irritating thing is, I know it's an issue with the way mapconv works, but I don't exactly know what's causing the issue.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

I get the same thing.
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

so what is this bug about? is it an issue with size. or just like a bug with the files im using.

i.e. could i resize down to like 45 x 45 and would it work then?
thanks

also i have 2 options for saving out baseline jpegs.
baseline standard (default)
or
baseline optimized

thanks for all the help
D.R
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Keep downsizing it until it will compile.
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

just waiting for the texture to render in full rez. ive already downsized to 44x44.

any smaller then 40x40 though and i think it destroys the point of the map

D.R
10053r
Posts: 297
Joined: 28 Feb 2005, 19:19

Post by 10053r »

I don't want to rain on your parade or anything, but there is one area where Spring sucks in comparison to OTA, and that is the ability to PLAY large maps. Whenever there is more than around 500 or so units in actual play, the game starts slowing to a crawl. So while individuals might be able to load and begin a game with your map, there is no way it will get played regularly until someone can figure out why the game slows to a crawl and fix it. Or until 10 years from now and all our computers have like 900 cores running at 10 GHz.
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

twill be fine. in a good close game you shouldnt have to many units just lying around not killing and dying.
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