PresetMaps.wiki
changeset 343 eaa95eb40e0f
parent 342 34606c8285f9
child 344 477866a345aa
equal deleted inserted replaced
342:34606c8285f9 343:eaa95eb40e0f
    60   * Usually _width/length ratio_ of 2:1
    60   * Usually _width/length ratio_ of 2:1
    61   * Typical size: 2048 x 1024
    61   * Typical size: 2048 x 1024
    62   * Max size: no limit, 0.9.18+.  4096 x 2048 or less in 0.9.17 and earlier.  There are a few practical limits to map size that should be examined for people trying to make very large maps.
    62   * Max size: no limit, 0.9.18+.  4096 x 2048 or less in 0.9.17 and earlier.  There are a few practical limits to map size that should be examined for people trying to make very large maps.
    63     * SDL 1.2 - SDL 1.2 can only load maps that are 16,384px wide or less, and 65,536px high or less.
    63     * SDL 1.2 - SDL 1.2 can only load maps that are 16,384px wide or less, and 65,536px high or less.
    64     * GIMP.  GIMP 2.8 can only create PNGs that are 262,144px wide or high - is an arbitrary hardcoded sanity check.  GIMP 2.10 allows 524,288 wide or high.
    64     * GIMP.  GIMP 2.8 can only create PNGs that are 262,144px wide or high - is an arbitrary hardcoded sanity check.  GIMP 2.10 allows 524,288 wide or high.
    65     * libpng - libpng can only load maps that are < 1 million px wide or high.
    65     * libpng - libpng can only load maps that are < 1 million px wide or high, with default configuration.
    66     * Graphics card. This is the big one. Your graphics card probably has anywhere from 256MiB to 2GiB of vRAM.  If blurry land is enabled and the map has a typical amount of empty space, you can make a map w/ ~2x the pixels as a card has vRAM. But. Most people don't like using Blurry Land, so best to limit to ~½ the pixels as a card has vRAM. Targetting support for people on 256MiB of vRAM, that means a 2:1 rectangular map should not be larger than 16,384x8192 which coincidentally fits in the SDL 1.2 width limit.
    66     * Graphics card. This is the big one. Your graphics card probably has anywhere from 256MiB to 2GiB of vRAM.  If blurry land is enabled and the map has a typical amount of empty space, you can make a map w/ ~2x the pixels as a card has vRAM. But. Most people don't like using Blurry Land, so best to limit to ~½ the pixels as a card has vRAM. Targetting support for people on 256MiB of vRAM, that means a 2:1 rectangular map should not be larger than 16,384x8192 which coincidentally fits in the SDL 1.2 width limit.
    67     * There is also a completely arbitrary check in game for widths/height < ~billion pixels which avoids possible integer issues, and a limit on size in pixels of 6 billion or so, which was just a basic sanity limit.  However given the limitations above, these are not likely to be reached.
    67     * There is also a completely arbitrary check in game for widths/height < ~billion pixels which avoids possible integer issues, and a limit on size in pixels of 6 billion or so, which was just a basic sanity limit.  However given the limitations above, these are not likely to be reached.
    68   * If there is no _mask.png_, this image will also be used for deciding what pixels are subject to collision: _alpha value_ not equal to 0 (so below max transparency) will be considered land
    68   * If there is no _mask.png_, this image will also be used for deciding what pixels are subject to collision: _alpha value_ not equal to 0 (so below max transparency) will be considered land
    69   * As of 0.9.19+, map.png is optional if a mask.png is provided.  If there is no map.png, the theme will be used to decorate the map.
    69   * As of 0.9.19+, map.png is optional if a mask.png is provided.  If there is no map.png, the theme will be used to decorate the map.
    70 
    70