Creating a really huge map - Page 2

Creating a really huge map

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

User avatar
oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: Creating a really huge map

Post by oksnoop2 »

DarkOppressor wrote:I'll do as I please, and I couldn't care less if you want to play my map.
I approve of your sentiment. Keep on keeping on man!
User avatar
DarkOppressor
Posts: 59
Joined: 14 Mar 2006, 07:53

Re: Creating a really huge map

Post by DarkOppressor »

I was unable to get GIMP to save the image as a jpg last night. So I am currently trying to convert the png to a jpg using ImageMagick.

I tried using the png with mapconv, but I got the same "Unknown DIB file format" error.

EDIT: Ok, ImageMagick made me a jpg, so I tried that with mapconv, and it crashed immediately.

And from the error message I got with the other two images (bmp and png), I am guessing that it couldn't read the bmp as a dib (they are the same thing, I believe), and the png of course isn't a dib.

Is there perhaps a different version of mapconv I should try? Any other ideas?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Creating a really huge map

Post by smoth »

if it were doable I would have already made a 64x64 gundam map.
User avatar
oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: Creating a really huge map

Post by oksnoop2 »

Did you try using spring map edit?
User avatar
DarkOppressor
Posts: 59
Joined: 14 Mar 2006, 07:53

Re: Creating a really huge map

Post by DarkOppressor »

smoth: So you are saying it is technically impossible?

oksnoop2: I just now downloaded that, and I'm not having much luck making sense of it. I have tried several "Load whatever" commands, and nothing actually seems to happen. I tried generating a new 64x64 map and it just crashed with a java "out of memory" error.

EDIT: I tried making a new 8x8 map, and then viewing the metal map, and then using the Metal brushmode, but nothing seems to change. Am I missing something obvious?
Last edited by DarkOppressor on 22 Jun 2011, 02:25, edited 1 time in total.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Creating a really huge map

Post by smoth »

No I am saying currently we cannot do it. It is possible. someone could write something to make it happen but you don't understand the machine needed to build the map, nor the amount of memory all of the tiles would require etc. It isn't worth the time and effort that would be required to build it and run it.
User avatar
DarkOppressor
Posts: 59
Joined: 14 Mar 2006, 07:53

Re: Creating a really huge map

Post by DarkOppressor »

smoth wrote:No I am saying currently we cannot do it. It is possible. someone could write something to make it happen but you don't understand the machine needed to build the map, nor the amount of memory all of the tiles would require etc. It isn't worth the time and effort that would be required to build it and run it.
Well, I know that a 32768x16384 24-bit image takes 1610612736 bytes of memory, which is about a gig and a half.

As for the machine needed to build the map, I don't know exactly what the compiler does to make the "tiles." Can anyone elaborate?

EDIT: And I really think I will be the judge of what is worth my time and effort. I think this is fun!
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Creating a really huge map

Post by smoth »

DarkOppressor wrote: And I really think I will be the judge of what is worth my time and effort. I think this is fun!
stop being so defensive, I am not telling you what to do. I don't care what you do. I was trying to be nice and give you some information.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Creating a really huge map

Post by Forboding Angel »

the jpeg format has a hard limit of 30000x30000 pixels. Mothers mapconv has a hard limit of 500 mb. So realistically, the largest map your could possibly hope to make with mothers mapconv would be 58x58 using a 29696x29696 jpeg of a single flat color. Maybe 16 colors if you're lucky.
User avatar
DarkOppressor
Posts: 59
Joined: 14 Mar 2006, 07:53

Re: Creating a really huge map

Post by DarkOppressor »

smoth wrote:
DarkOppressor wrote: And I really think I will be the judge of what is worth my time and effort. I think this is fun!
stop being so defensive, I am not telling you what to do. I don't care what you do. I was trying to be nice and give you some information.
You actually just told me what to do... in that sentence...

Forboding Angel: Thanks, that is what I was wanting, hard limits. So, is the mapconv limit of 500 megs the filesize or the bitmap's size in memory? From what you said, I'm guessing it is just a filesize limit?

EDIT: I've got a 56x28 map compiling now, looks like it is going to work. Woo! So, what is the biggest map ever made? Has anyone ever done 64x64 or something around there? I think the biggest map I've seen was 40x40.

Oh, and I discovered this a little while ago. Looks handy! Was any kind of reference like that ever written up for the .smt files?
User avatar
Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Creating a really huge map

Post by Jools »

I don't get it. Doesn't OTA have 64x64 maps already, for example 7 islands? OTA used to run with 64 or 128 Mb of memory, so is it the 3D conversion that takes a lot of memory then?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Creating a really huge map

Post by smoth »

Springmaps != TAmaps

TA maps actually have a limit to how many tiles can be used. The format is terribly limited so before some asks about that it isn't worth the limitation Can I leave it at that?
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Creating a really huge map

Post by FLOZi »

Jools wrote:I don't get it. Doesn't OTA have 64x64 maps already, for example 7 islands? OTA used to run with 64 or 128 Mb of memory, so is it the 3D conversion that takes a lot of memory then?
7 islands was 40 x 40.

IIRC TAMEC (Cavedog map editor) could only make up to 40x40, Annihilator (3rd party) could make up to 63 x 63 but the pathing didn't work properly.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Re: Creating a really huge map

Post by PicassoCT »

I tried your map, its huge... took hours to load, put i cant play on it. Units get stuck all the time even if they just face hills, and i have constant lag although i run a decent maschine. Could you size your map down for us? We would really luve to play!
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Creating a really huge map

Post by Forboding Angel »

DarkOppressor wrote:Has anyone ever done 64x64 or something around there? I think the biggest map I've seen was 40x40.
As I stated before in the post that you ignored, the maximum technical limit for a map size is 58x58, but either compiler will crash on anything over 42x42.
User avatar
DarkOppressor
Posts: 59
Joined: 14 Mar 2006, 07:53

Re: Creating a really huge map

Post by DarkOppressor »

Forboding Angel wrote:
DarkOppressor wrote:Has anyone ever done 64x64 or something around there? I think the biggest map I've seen was 40x40.
As I stated before in the post that you ignored, the maximum technical limit for a map size is 58x58, but either compiler will crash on anything over 42x42.
Are those compilers the only way to make Spring maps? It is my understanding that there are a zillion ways. So my question stands. Just because you don't know how to do it doesn't mean it hasn't been done.

Put another way: pretend the compilers, etc. aren't in the equation. Would Spring actually load a 64x64 map or just explode in a ball of crashes?

PicassoCT: Who are you talking to?

oksnoop2: Sweet thanks. So someone HAS made a 64x64 map before.

Also, last night I managed to make a 56x28 map, and that crashed Spring. Growing bored of that project, I've started messing with a random map generator.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Creating a really huge map

Post by Forboding Angel »

DarkOppressor wrote:Are those compilers the only way to make Spring maps? It is my understanding that there are a zillion ways. So my question stands. Just because you don't know how to do it doesn't mean it hasn't been done.
You're a newfag, so you get a break as you obviously have no idea who you're talking to.

Assuming you had a decent enough machine, theoretically yes spring would load a 64x64, but if it had any geometry at all you'd be in trouble. Spring wouldn't be your problem. Your computer specs would be your potential problem. (See thread about ROAM, I'm not going to explain why the current map renderer sucks big floppy donkey dick)
DarkOppressor wrote:oksnoop2: Sweet thanks. So someone HAS made a 64x64 map before.
You do not listen and frankly it pisses me off. With the current compilers it is NOT POSSIBLE TO COMPILE ANYTHING ABOVE 58x58 FOR REASONS I LISTED ABOVE. HOPEFULLY YOU'LL ACTUALLY BE CAPABLE OF READING THIS GIANT TEXT. So no. The largest map that exists is named epic, and it is 42x42.

Your 58x28 map is just about as big (squared it would be 43x43, assuming my math isn't off), but as you already know, crashy crashy. This is the issue with large maps.

The largest truly feasibly playable map is 32x32 and technically that is a tossup. I would know, considering that I made it.

You'd do a lot better if you would just take the time to read our responses. We're trying to help you and you're spitting in our faces (by just ignoring anything you don't want to hear).
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Creating a really huge map

Post by Beherith »

If someone can post me a map that they compiled, but is so large that spring crashes on it, I'll gladly look into the engine to see why its crashing.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Creating a really huge map

Post by Forboding Angel »

In my experience it's hardware related and not spring related, but that doesn't mean that that is always the case *shrug*
Post Reply

Return to “Map Creation”