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I'm working on a new project. Then I noticed that the filesize for my first map was already 10MB. Biggest filesize for a map so far I've seen.

My map is fairly large, very detailed with entities and stuff. But I feel like its gotten so big really fast.

So my questions are...

1) Should I cut down on the number of stuff in my map so the map is smaller in file size. I am not putting my entire story in one map, its just very detailed and large I suppose.

2) Am I doing something wrong somehow? I only have about 10 billboards, 30 light sources, 30 particle systems (water mist + light dust) and just a crap load of entities, static objects, etc...

I think the problem is in the particle systems... but yeah... I mean La Caza was like what 30 mb?
I would say that decals also tends to rack up the bytes really fast. Smile
I don't think map size really determines how it will perform on a computer. The only reason it's a large file is usually because of particles and enemies and such (because they're animated and/or have large poly counts). The map file itself doesn't contain any of the resources, only information on them. That might not translate to having problems while playing the game. Just make sure to include all your preloads. Of course, you will eventually have problems if it becomes TOO big...
(07-28-2011, 01:29 AM)Kyle Wrote: [ -> ]I would say that decals also tends to rack up the bytes really fast. Smile

Yeah, one multi-surface decal took up 47 KB for me, decals do cost alot of KBs
(07-28-2011, 02:22 AM)MrBigzy Wrote: [ -> ]I don't think map size really determines how it will perform on a computer. The only reason it's a large file is usually because of particles and enemies and such (because they're animated and/or have large poly counts). The map file itself doesn't contain any of the resources, only information on them. That might not translate to having problems while playing the game. Just make sure to include all your preloads. Of course, you will eventually have problems if it becomes TOO big...
What do you mean by including all your preloads?

(07-28-2011, 04:01 AM)Rapture Wrote: [ -> ]
(07-28-2011, 02:22 AM)MrBigzy Wrote: [ -> ]I don't think map size really determines how it will perform on a computer. The only reason it's a large file is usually because of particles and enemies and such (because they're animated and/or have large poly counts). The map file itself doesn't contain any of the resources, only information on them. That might not translate to having problems while playing the game. Just make sure to include all your preloads. Of course, you will eventually have problems if it becomes TOO big...
What do you mean by including all your preloads?

PreloadParticleSystem(string& asPSFile);

Preloads a particle system. Extension: .ps



PreloadSound(string& asSoundFile);

Preloads a sound. Extension: .snt


Something like this. Smile
I forgot to include. What do they do. Do I write it all in script, and on startup it will create them all? So as to save space while uploading files or startup lag?
They are script functions. You write them to preload whatever sound/particle files you want into memory. You should put these in OnStart so they're preloaded when the level starts. That way they are loaded into memory during level load as opposed to when you, for example, enter a script area.

So basically, any particles/sounds you use in that level, put a preload function for each one in OnStart.
*.map files are just text files. How on earth did you reach 10mbs with a text file? Even if you went all out with decals and particles, i would even doubt that you made it to 1mb.
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