Map size limits - Multiplayer
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- Posts: 65
- Joined: Thu Feb 23, 2006 11:01 am
Hrm, maps can be quite large horizontally, but not vertically iirc. Typically the maximum vertical height for a colour map is 2304, but for horizontal it can be quite large (almost ten times as much I think).
There's no easy way to rotate a map though, you can rotate the colour, displacement, reflection, terrain etc maps so that the bulk of the map work itself is easily rotated by creating a new mesh and importing the rotated images. But units and so-on would need to be replaced.
It's something to do with Fear and creating plug-ins, a map can work fine in local folder format, but when you turn it into a plug-in, if the map is above 2304 pixels in height then it farts and doesn't work.
Out of curiosity though, why that map-size? It seems like it could take a while to get from one side to another!
There's no easy way to rotate a map though, you can rotate the colour, displacement, reflection, terrain etc maps so that the bulk of the map work itself is easily rotated by creating a new mesh and importing the rotated images. But units and so-on would need to be replaced.
It's something to do with Fear and creating plug-ins, a map can work fine in local folder format, but when you turn it into a plug-in, if the map is above 2304 pixels in height then it farts and doesn't work.
Out of curiosity though, why that map-size? It seems like it could take a while to get from one side to another!
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- Posts: 65
- Joined: Thu Feb 23, 2006 11:01 am
well, no offense, but it's not like you weren't warned..Soulytfs_1 wrote:I have combined the 3 Rhi anon maps from TFL in one map Horizontal is 1792 and vertical is 5632.
So in other works is Quit this map and make a smaller map mb?
Months hard work down the toilet!
Mb thats how noobs learn in
myth ... the hard way.
ChrisP said:
"Umm... far as I know, 5632 is way too wide for a map. For really big maps, I've only seen 2304 x 2560, 2048 x 2816, and 1024 x 3072 work. But maybe I'm wrong about this since it sounds like you're getting it to load in both Loathing and Myth. "
and Lank said:
"in my experience it's possible to have a mesh that's 2560x2560 load from the local but not even be recognised when it's built as a plugin. as far as i was able to determine, the element at fault was that the colour map collection exceeded some limitation in plugins for data size.
it seems that a mesh can't be as large as 100 submeshes and work in a plugin."
Ok, anyone know what the maximum horizontal size for a long map is, I'm not so worried about the vertical. I'm working on a new project where adventurers travel a long distance down a path. Just wanted to know what dimensions to start my cmap out as. If 1024 x 3072 works what about 512 x 6144? Would that be too narrow?
just realize what works offline might not work online ... i ran into that before with maps...
ie 2560x2560 works fine offline but crashes online
2048x2048 works fine online and off
2304x2304 i think works but if you go Longer i think it crashes...
so long maps to be safe probably should be 1792x what ever length
in anycase all im saying is test it online before you spend months on it.
ie 2560x2560 works fine offline but crashes online
2048x2048 works fine online and off
2304x2304 i think works but if you go Longer i think it crashes...
so long maps to be safe probably should be 1792x what ever length
in anycase all im saying is test it online before you spend months on it.
if one does not learn from the failings of the past they are likely to suffer its return.