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Author Topic: Maps with huge map_c.tga  (Read 683 times)

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slibenli

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Maps with huge map_c.tga
« on: November 18, 2021, 10:53:34 AM »

I'm not sure if this is the right place, but some of the maps in question are included in BAT (and I can't create threads in the MapWorx section).

Since il2ge chokes on some some map_c.tga (which exceed the maximum possible texture size), I've looked into the issue and found that in at least one of the cases a lot (if not most) of the
tiles contain just noise (probably compression artifacts).
Which means that using a noise filter the size of map_c could be drastically reduced.
So what can be done? One option is that I implement such a noise filter in il2ge - but that could lead to details that aren't noise being filtered out.
Another option is to rearrange the tiles into a texture of equal dimensions (the width of map_c is fixed at 1024px which in leads to the texture height exceeding the limit faster).
But that doesn't guarantee that the limits won't be exceeded.
Yet another option is to split map_c into multiple textures, which would make the shader code more complicated :/
And of course there is the possibility of fixing the problem at  its source (if an original uncompressed source for map_c is available).

What are your opinions?

WxTech

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Re: Maps with huge map_c.tga
« Reply #1 on: November 18, 2021, 01:37:51 PM »

I suspect that what you take to be 'noise' is actually large areas of water shallows that were given a noise value by the creator as a quick way to add variety in depth.
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slibenli

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Re: Maps with huge map_c.tga
« Reply #2 on: December 06, 2021, 08:15:08 AM »

I'm pretty sure that it was noise in that case but I don't remember which map it was. Anyway, the problem also occurs on maps where it's definitely not noise.
I will try the the rearranging of tiles approach.
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