A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »expanding a scenario's file size, is it possible?

Author Topic: expanding a scenario's file size, is it possible? (6 messages, Page 1 of 1)
Moderators: Dennis

Reshirom200
Joined: Jan 9, 2018

goo.gl/viU1Js


Posted: Jan 29, 2018 05:48 PM    Msg. 1 of 6       
I had gotten a zteam tag pack and i cant place more than 3 or 4 tags into a map in sapien, it doesnt crash or terminate sapien, when i go to cmd prompt it told me that my scenario was too big(like 978.something) and that the scenario should only be ###.# (i forgot them). Is there a way to expand a multiplayer map's file size, that is if its possible.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Jan 30, 2018 01:56 PM    Msg. 2 of 6       
Use Tool Po or OSTA

Link to OSTA
https://cdn.discordapp.com/attachments/221559784023916544/244606221473021952/OSTA_1.1.rar

I cant give a link to tool pro because Dennis says its a virus


Kinnet
Joined: Dec 27, 2013

Natsuki best boy


Posted: Jan 30, 2018 02:17 PM    Msg. 3 of 6       
Pretty sure he thinks the same about OSTA and you gon get banned


DeadHamster
Joined: Jun 8, 2014


Posted: Jan 30, 2018 03:13 PM    Msg. 4 of 6       
Zteam were total dicks and compiled all their bitmaps in 32-bit format. Your mapfile consists of a little bit of tag/sound/string data and a metric shifucton of bitmap data.


Reshirom200
Joined: Jan 9, 2018

goo.gl/viU1Js


Posted: Jan 30, 2018 05:33 PM    Msg. 5 of 6       
so i wont be able to change it into a suitable size?


DeadHamster
Joined: Jun 8, 2014


Posted: Jan 31, 2018 06:30 PM    Msg. 6 of 6       
You can, you'll want to find MosesofEgypt's bitmap tool. You can extract the raw images from the .bitmap files, and then use tool to recompile them. When you recompile, be sure you're using the default DXT1 format.


Here's some examples of how much space each texture type uses based on a 2048x2048 bitmap, from MosesOfEgypt;

Quote:
2048x2048 = 4,194,304 pixels

32bit = 4 bytes per pixel
16bit = 2 bytes per pixel
A8Y8 = 2 bytes per pixel
Monochrome = 1 byte per pixel

DXT1 = 8 bytes per texel
DXT3/5 = 16 bytes per texel
1 texel = 16pixels


32bit = 4,194,304 * 4 = 16,777,216 bytes(16MB)
16bit/A8Y8 = 4,194,304 * 2 = 8,388,608 bytes(8MB)

Monochrome = 4,194,304 bytes(4MB)

DXT1 = (4,194,304 / 16) * 8 = 2,097,152 bytes(2MB)
DXT3/5 = (4,194,304 / 16) * 16 = 4,194,304 bytes(4MB)


As you can see, DXT1 is 8x smaller in filesize. This is huge.

 

 
Previous Older Thread    Next newer Thread





Time: Tue May 22, 2018 5:47 PM 172 ms.
A Halo Maps Website