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Map Sizes
Posted: 29 Aug 2005, 13:52
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.
Posted: 30 Aug 2005, 01:45
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.
Posted: 30 Aug 2005, 02:26
by genblood
The biggest map I made so far was 24x24. I had to upgrade
my system ram to 2 GB ...
Posted: 30 Aug 2005, 07:02
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)
Posted: 30 Aug 2005, 07:21
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.