# HG changeset patch # User kyberneticist@gmail.com # Date 1383760345 0 # Node ID f5e34867f3ba39e5928e8093500af6cefb99a892 # Parent 1664d3e63c0555a6a6d057d175b092037ae2ad08 Google wiki uses # for 2nd level nesting diff -r 1664d3e63c05 -r f5e34867f3ba PresetMaps.wiki --- a/PresetMaps.wiki Wed Nov 06 17:47:36 2013 +0000 +++ b/PresetMaps.wiki Wed Nov 06 17:52:25 2013 +0000 @@ -60,11 +60,11 @@ * Usually _width/length ratio_ of 2:1 * Typical size: 2048 x 1024 * 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 high. - ** 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. + # 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 high. + # 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 * 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.