# HG changeset patch # User kyberneticist@gmail.com # Date 1383761031 0 # Node ID eaa95eb40e0f80def91957fd0b3e9e0ef6af868d # Parent 34606c8285f9fd609568dfc7d42bf3257a843d3c Edited wiki page PresetMaps through web user interface. diff -r 34606c8285f9 -r eaa95eb40e0f PresetMaps.wiki --- a/PresetMaps.wiki Wed Nov 06 17:55:42 2013 +0000 +++ b/PresetMaps.wiki Wed Nov 06 18:03:51 2013 +0000 @@ -62,7 +62,7 @@ * 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. * SDL 1.2 - SDL 1.2 can only load maps that are 16,384px wide or less, and 65,536px high or less. * 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. - * libpng - libpng can only load maps that are < 1 million px wide or high. + * libpng - libpng can only load maps that are < 1 million px wide or high, with default configuration. * 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. * 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. * 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