My map is HUGE
Moderator: Moderators
My map is HUGE
Working on a map project right now. Comes out of standard mapconv at 40 megabytes even with 1.5 compression. Any ideas? It's 20x20.
No, No,No, and again.... No. It wont change a thing. All mapconv does it takes teh hpg , turns it into raw image data, and then compresses teh already ossy jpg into dds files. If fiel size drops its because its made the dds's compress smaller, but they wilol also look a darn site craper.
You can actully get away with alot more thant 1.5 and still have it look good, if you carfully replace certain areas of the map with tiles aswell, that serverly reduces the file size.
For instance If you have a grassy area with is just random motteled greens, replace most of that with a repeating texture, and fade taht texture to teh moteld green, where there terrain changes (so IE, dont replace the grass next to the transition to say rock, but just fill in the areas that are bulk.
Best way i find is use the selection tool to grab right up to the edge, shrik selection by say 25 and then feather teh selection by 10, and then just fill in new texture on a new layer. Also, weirdly, sometimes it looks cooler if you do dithered blending between teh layers, rather than teh normal alpha ones.
hope you can make sence of all that!
aGorm
You can actully get away with alot more thant 1.5 and still have it look good, if you carfully replace certain areas of the map with tiles aswell, that serverly reduces the file size.
For instance If you have a grassy area with is just random motteled greens, replace most of that with a repeating texture, and fade taht texture to teh moteld green, where there terrain changes (so IE, dont replace the grass next to the transition to say rock, but just fill in the areas that are bulk.
Best way i find is use the selection tool to grab right up to the edge, shrik selection by say 25 and then feather teh selection by 10, and then just fill in new texture on a new layer. Also, weirdly, sometimes it looks cooler if you do dithered blending between teh layers, rather than teh normal alpha ones.
hope you can make sence of all that!
aGorm
- Forboding Angel
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- Guessmyname
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NOT IN SPACEMAPS ! they are not supposed to be only stars everywhere !NOiZE wrote:Good tiling goes unnoticed!!!
it needs to be all kinds of funky colourful gas "clouds" everywhere... NO BORING AND PLAIN REPETIVE STARS EVERYWHERE... and blood !
actually we dont know for sure what kinda map caydr is doing

Not everyone has inexhaustible (for all practical Spring-related purposes) system resources and badnwidth, Min3Mat. I seriously doubt that a 40mb map will enjoy wide circulation, regardless of its quality, although with Caydr's... let's say past trends, it may be wildly popular anyways. Hopefully he will come to some solution to remedy the current problem anyways.
- Felix the Cat
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Y'know, you're allowed to use more than one tile, so you can put "funky colourful gas "clouds"" on as tiles as well... or tile everything that isn't "funky colourful gas clouds"...Masse wrote:NOT IN SPACEMAPS ! they are not supposed to be only stars everywhere !NOiZE wrote:Good tiling goes unnoticed!!!
it needs to be all kinds of funky colourful gas "clouds" everywhere... NO BORING AND PLAIN REPETIVE STARS EVERYWHERE... and blood !
actually we dont know for sure what kinda map caydr is doing
- SwiftSpear
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Tile where you can get away with it. You don't have to tile your whole map into 5-6 tiles to signifigantly decrease file size. Even if you can tile all the starscape into 15 seperate tiles you are saving a massive ammount of space compared to the whole map being random feild generated.
Like noize said, blackness can be tiled easily.
Like noize said, blackness can be tiled easily.
http://www.bbc.co.uk/science/space/imag ... _large.jpg
how much black is there
well doesnt it compress all the black pixels allready ? "automatically"
how much black is there

- Forboding Angel
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