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Posted: Wed Mar 22, 2006 5:30 am
by Soulytfs_1
Well that shed it all!
Is there a map size limit for multiplayer, because my map works in single player but crash's in MulitP.
its 1792x 5632...
If not what can i look out for if Log(txt) say's that "can't read header for "nemf" myth crashed" ...
when starting the map in multiplayer!?
Posted: Wed Mar 22, 2006 5:38 am
by haravikk
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!
Posted: Wed Mar 22, 2006 6:40 am
by Soulytfs_1
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.
Posted: Wed Mar 22, 2006 11:32 am
by Doobie
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.
well, no offense, but it's not like you weren't warned..
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."
Posted: Wed Mar 22, 2006 6:13 pm
by Soulytfs_1
The hard way... the hard way. :p
Posted: Wed Mar 22, 2006 10:49 pm
by Pyro
Soulytfs_1 wrote:The hard way... the hard way. :p
Why not shrink the colormap to a better size... and shrink the units accordingly... not the best idea but who knows maybe its something better than deleting it. Or just cut a part off.
Posted: Thu Mar 23, 2006 7:56 pm
by haravikk
Or just rotate it 90º
Posted: Sat May 20, 2006 3:25 pm
by Gleep
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?
Posted: Sat May 20, 2006 3:28 pm
by ozone
thats only 64 cells wide...
it is narrow but doable...
Posted: Sat May 20, 2006 3:42 pm
by Gleep
Thanks ozone, I tested it out, looks like 512 x 6144 should work for my plans, I can always widen it slightly can't I? I'm not sure how it handles size increments?
Posted: Sat May 20, 2006 4:36 pm
by ozone
Multiples of 256.
A submesh is 256 x 256 pixels which is made up of 32 x 32 cells(World Units). A cell is 8 by 8 pixels.
you get the idea...
Posted: Sun May 21, 2006 11:41 am
by Point
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.
Posted: Sun May 21, 2006 5:12 pm
by haravikk
Confirmed, 100 submeshes is the limit. 2304 x 2304 (9 * 9 = 81) will work, 1280 x 4864 (5 * 19 = 95) will work, both horizontally and vertically.
It's a bit stupid though, I wonder if it can be fixed easily or not...
Posted: Sun May 21, 2006 8:47 pm
by Myrd
Limit will be increased in 1.5.2 to about 200 submeshes.
Posted: Mon May 22, 2006 9:15 am
by ChrisP
Myrd wrote:Limit will be increased in 1.5.2 to about 200 submeshes.
Woah, 14 x 14, 12 x 16 or 9 x 22 submeshes! If I ever use any Santa Claus, Easter Bunny or Great Pumpkin units on a map, I will name them Myrd.