map sizes #38
Replies: 13 comments 2 replies
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6x and 8x? AFAIK the size of map can be only 2^n of normal 2048x2048 (pixels) size. |
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Have a look at PMC_Super_Six_6km I tried all the presets but none are lining up
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Sent: February 8, 2022 10:50 AM
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Subject: Re: [KillBait/AutoDrive_Course_Editor] map sizes (Discussion #38)
6x and 8x? AFAIK the size of map can be only 2^n of normal 2048x2048 (pixels) size.
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Wow, indeed, that's great, but actually size map in notation of multiplies is not the same as map size in km.
That would mean that map 6km is actually map 9x standard size, that mean 2kmx2km fits 9 times on map 6kmx6km. Nevertheless all above is excellent examples of creativity. Now I'm not sure how @KillBait will react on this 😄 |
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Cool just wanted to bring it up. Not true was trying to edit routes lol
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Subject: Re: [KillBait/AutoDrive_Course_Editor] map sizes (Discussion #38)
Wow, indeed, that's great, but actually size map in notation of multiplies is not the same as map size in km.
Look that PMC calls them 6km, 10km, 32km, so for example:
PMC Super Six 6km
Terrain size: 6144 meters x 6144 meters, which is 6.1 kilometers x 6.1 kilometers (elmcreek is 2km). Terrain type: american, fictional.
That would mean that map 6km is actually map 9x standard size, that mean 2kmx2km fits 9 times on map 6kmx6km.
Accordingly map 10km is 25x time larger that standard ElmCreek, and 32km map is INCREDIBLY 256x bigger than standard map.
Nevertheless all above is excellent examples of creativity. Now I'm not sure how @KillBait<https://github.com/KillBait> will react on this 😄
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I'm not surprised that these map sizes appeared. In theory the scaling code in the editor should be able to account for the odd sizes, but, it was originally coded with 1,4 and 16x being the only accepted sizes. I'm currently away from home on a 3 week training course at the moment and I don't have access to a dev environment, so I can't test if my theory is correct, but when I get back I'll look into it. It may be a small amount of work to support these sizes, or maybe not, but I'll let you know once I'm able to get back home and test it |
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Well.. i did a bit of paper math since i was bored in my hotel room and i have another week until i'm back home. If you take the standard 1x/4x/16x naming convention ( 2^n ) that is used for FS map sizes, things get totally 1x = 2048 x 2048 = 2km ( 1x in editor ) ( e.g. ElmCreek map ) So...... by the standard 2^n naming convention the largest size map is a 5,931,642x map !!!!!. Either i add all these crazy million x numbers to the list of map sizes in the menu, or , do i change the map size menu to Do i ignore these maps since there such a niche size, or add them regardless.. Any comments? |
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I think that would be way to much work for the amount of maps that are coming at this point or if it is easier to go to a km size set would likely be a better option if you decide to. But I would like to add I am not asking you to do so you are moder it is your time put in I just get to reap the reward of your hard work. I thank you for that and for even looking into how much work it would be.
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My compromise would be to change the size menu to a list like this, and it should'nt be a lot of work to add them
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If that is your choice, not mine, then great. I do not do that many just ones I am asked specifically for and I always give them your discord for ad routes first or check for one released but will make changes to route for people as a lot don’t have a clue how to do it or to lazy to figure out how.
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There are other factors involved in supporting these large map sizes (1) menu edits - easy to do The downsides are. (1) memory usage of the editor will go up the higher the map size I'm not against adding support for them, it's just they will come at a heavy cost ( memory and speed ) wise. I will add a warning |
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I just used what they said was size and checked what they had for pixel size at first had a hard time figuring it out as such weird sizes some still don’t make sense or are not set to proper pixel
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Sent: Sunday, February 20, 2022 10:44:23 AM
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Cc: Buhler0014 ***@***.***>; Author ***@***.***>
Subject: Re: [KillBait/AutoDrive_Course_Editor] map sizes (Discussion #38)
@KillBait<https://github.com/KillBait>
Not sure how you done you math but, for example:
6km map is = 6km wide on 6km height, which is ( 3x 2km) x (3x 2km), what gives 9x map
accordingly
32km map is = (16x 2km) x (16x 2km), what gives 256x map grater then standard
and the largest one:
45km map is (22,5x 2km) x (22,5x 2km), what is 506,25 grater than standard.
All this is possible by stretching density maps so one pixel cover couple of meters (not remember now from by head how much exactly), bu the point is that playing on such inaccurate terrain gives awkward felling when combine cut crops few meters away from edge of header.
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Is the cost worth it for the number of maps coming so far I only know of 2 guys or groups making them. Are they going to catch on. For me a 16x is huge enough. I would also think a 32x if a number of people playing would be plenty big enough. For me I wouldn’t want to have to make a route map for anything bigger than a 16x or maybe if I was board a 32x which in turn by the time I was finished would be board. For me it not a big deal as I have a great computer but most others don’t.
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Subject: Re: [KillBait/AutoDrive_Course_Editor] map sizes (Discussion #38)
There are other factors involved in supporting these large map sizes
(2) menu edits - easy to do
(1) the max zoom limit will have to be made configurable, the current max isn't enough to easily see the space between the nodes - easy to do
(2) standard heightmaps are 1025x1025, but these bigger maps have 4096x4096+ heightmaps - shouldn't be too much work
The downsides are.
(1) memory usage of the editor will go up the higher the map size
(2) the large networks these maps could have will slow down the render speeds
I'm not against adding support for them, it's just they will come at a heavy cost ( memory and speed ) wise. I will add a warning
if larger sizes are used, just to make people aware that it has downsides.
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Hi Everyone Sorry for the delay and silence, the next version of the editor is nearly ready, i have added support for map sizes I have just have one problem left to solve, some larger maps use a scaling value on the heightmap info, while I'm trying to figure out how to reverse engineer this value, i may have it working, but i need a little more time |
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Is there a way to make it so all these all new map size 1x, 4x, 6x, 8x, 16x, can be supported
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