Map Sizes

Map Sizes

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

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Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Map Sizes

Post by Doomweaver »

There is a really good jpg compressor which might be useful for TA spring maps. It's a shame because I don't know where I got it, but it can compress a 48mb texture to a 1.5mb one, without much noticable loss in image quality. (At least this occured for Windswept Desert, it's probably got to do with the fact that the color doesn't vary much.) If this is useful, I can email it to anyone who wants to experiment with it.
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

Ths problem isn't so much the space that the bmp requires, it's how much memory it takes to edit it. For a 16x16 map, I run the risk of crashing because it uses so much memory that i run out of ram and swap space. What we really need is something that can stitch together images to make a larger one.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

The biggest map I made so far was 24x24. I had to upgrade
my system ram to 2 GB ...
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

I've thought to myself many times that theres needs to be some serious improvement to the map format... Take for example this map: http://fileuniverse.com/?p=showitem&ID=1295

It is a whopping 14megs, but almost entirely composed of tiles so large that would not lose quality if they were compressed down even as much as 75%

BTW I have 1gig of ram, and can do a 24x24 map without problems (other than lag)
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Oh I see. Yeah, I have that problem too. Most programs can't deal with image bigger than 4096x4096!

I guess what we need is a program that allows you to generate a smaller image, say 1024x1024, and remembers everything you've done, so once your satisfied you can get it to render everything.
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