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Author Topic: [BETA 7] Das Schlaraffenland *new* 14/7 -08  (Read 29139 times)
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #60 on: January 02, 2008, 01:05:35 pm »

Need .sgb, not .sga.

archive.exe -a [mapname.sga] -e c:\temp

FTW?
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Kolath's Quote Commandments:
1. Thou shalt not quote the entirety of a post 3 or less posts above you
2. Thou shalt not quote more than 2 nested levels
3. Thou shalt not quote large blocks of text when one sentence would do
4. Thou shalt not quote images!
Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #61 on: January 02, 2008, 01:05:52 pm »

Too much work Wink.
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Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #62 on: January 02, 2008, 01:20:04 pm »

*sight*
Uploading the 40mb .SGA file, not 6p_das_schlaraffenland.sgb.bak

Remaining Time: 21 Minutes
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^<-- Duck ™ and ©


 We need more axis players!:
Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #63 on: January 02, 2008, 02:00:22 pm »

http://files.filefront.com/6p+das+schlaraffenlandsgb/;9368349;/fileinfo.html
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Unkn0wn Offline
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« Reply #64 on: January 02, 2008, 02:13:46 pm »

Why the fuck is your map 47mb in size?
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Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #65 on: January 02, 2008, 02:22:22 pm »

Why the...

Is that rong? How big sould it be?
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Unkn0wn Offline
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Posts: 18377


« Reply #66 on: January 02, 2008, 02:24:01 pm »

It's ridiculous, even the average Relic map is only 30mb.
Abbeville is only 22mb...
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Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #67 on: January 02, 2008, 02:28:47 pm »

Well, it is detailded ^^
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Duckordie Offline
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Posts: 1687



« Reply #68 on: January 02, 2008, 04:20:31 pm »

Any news?
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #69 on: January 02, 2008, 06:00:25 pm »

Why the fuck is your map 47mb in size?

Oh good god.  I just opened it again and found out why.  He used 18 different tile textures.  The recommended max is like five it's eight, isn't it?

Duckordie: please see http://wiki.relicrank.com/index.php?title=Texture_Tile_Painting_Editor particularly the section labeled "Rules" at the bottom.

And the guide to optomization: http://wiki.relicrank.com/index.php?title=Optimization

Both of these are essential to keeping a map playable.  As an example of something you can optimize: in many places you have pine trees placed within regular groves.  Delete the pines and the grove and place a pine grove instead, you can find it under "trees_l."  This will help with the size. 

Also, it will take work, but you need to reduce the number of tile textures to a max of three per chunk.  The rest of the coloring should be done using splats, not tiles.  Almost every tile has a similar splat and splats are much lighter memory footprint than tiles.
« Last Edit: January 02, 2008, 06:27:37 pm by Kolath » Logged
Duckordie Offline
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Posts: 1687



« Reply #70 on: January 02, 2008, 07:13:01 pm »

Crap...
I gess I am realy fuckted now.
Just, remove 20 Textuers? Ohh my...

So if I remove Textuers, the map will Work?
Ok, lets try that,
Cheers Kolath
« Last Edit: January 02, 2008, 07:15:00 pm by Duckordie » Logged
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #71 on: January 02, 2008, 07:57:54 pm »

I haven't noticed any problems with a ton of tiles lately, so it should work fine.
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #72 on: January 02, 2008, 08:16:34 pm »

The recommended amount of tiles is 3 in any one grid.  Any more and you start to have performance issues on older computers.
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Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!

You have DasNoob who uses the mod as COHTV
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #73 on: January 02, 2008, 08:24:47 pm »

Well, I don't make maps for old compies =)
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Duckordie Offline
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Posts: 1687



« Reply #74 on: January 02, 2008, 08:35:29 pm »

So, MAX 8 Textuers
Or thats been changed?
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #75 on: January 02, 2008, 10:04:49 pm »

Well, I mean if you look at relic maps, they often have more, but you want to try to get it to 3-4 max per chunk.  You can see the chunks and the tile per chunk count in the tile tool.

Reducing the number of tiles won't fix your map problem, but it will help with performance once it gets working.  You have a lot of textures that are similar, so your best bet is to use one of each similar texture.  There should be a way to delete a texture and replace it with another.  Check the wiki and see what it says.
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Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #76 on: January 03, 2008, 05:40:52 am »

But, what point is it, to fix the textuer "lag" problem, if the map still won't work?
« Last Edit: January 03, 2008, 05:43:07 am by Duckordie » Logged
Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #77 on: January 03, 2008, 06:27:34 am »

Well I'm assuming here that you will get the map to work.  Hopefully Unk0wn will find the root of the problem.
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Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #78 on: January 03, 2008, 07:27:29 am »

Nerws: The map works now, Hurray!
Bad news: I only got 2 Textuers... Must be a currupted textuer..
Give me a few days to textur lay the hole map
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Unkn0wn Offline
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Posts: 18377


« Reply #79 on: January 03, 2008, 07:59:03 am »

How did you fix it?
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