Small repeating texture, huge map file size. Not sure why.
Posted: 2012-08-16, 23:36
Hello! I've been having a lot of fun playing with this game engine. It's fantastic! However, I lack the knowledge to understand how to resolve the issue I am having.
I would like to make an entire world that looks as though it is made out of solid black areas with blue crossed lines. The idea being that it would look like those old wire mesh only 3D games, but still have fun lighting, particle, and explosion effects.
To test out the concept, I made a 40px by 40px png file (200 Bytes large) and applied it to all the surfaces on the map using 1:1 scale. The resulting effect was exactly what I wanted (see attached screen capture), but the map size was huge (21.5MB) and I am not sure why.
The map that I made isn't very big and only has a couple of large objects in it, so I assume it has something to do with the repeating texture being stored over and over again?
Any suggestions on how I can get the desired effect in a more efficient way?
I hope for the game to be playable on Linux machines with minimal graphics hardware and RAM, so memory optimization is important to me.
Thank you again for making this amazing open source project. It reminds me a lot of UnrealEd from way back when.
Sincerely,
Rob Bassett
www.tpot.ca
I would like to make an entire world that looks as though it is made out of solid black areas with blue crossed lines. The idea being that it would look like those old wire mesh only 3D games, but still have fun lighting, particle, and explosion effects.
To test out the concept, I made a 40px by 40px png file (200 Bytes large) and applied it to all the surfaces on the map using 1:1 scale. The resulting effect was exactly what I wanted (see attached screen capture), but the map size was huge (21.5MB) and I am not sure why.
The map that I made isn't very big and only has a couple of large objects in it, so I assume it has something to do with the repeating texture being stored over and over again?
Any suggestions on how I can get the desired effect in a more efficient way?
I hope for the game to be playable on Linux machines with minimal graphics hardware and RAM, so memory optimization is important to me.
Thank you again for making this amazing open source project. It reminds me a lot of UnrealEd from way back when.
Sincerely,
Rob Bassett
www.tpot.ca