Addendum to this: most of the pieces are RGB. Should this be changed 
to indexed?

--- In [email protected], "benw_h" <[EMAIL PROTECTED]> wrote:
>
> We could probably do with some guidance on this, as we defintely 
made 
> some bad design choices early on. Most of the maps are down to 
> between 12 and 32 colours (indexed). We still however have two huge 
> ones in there (in terms of pixels: in size they're 2Mb and 4Mb 
> respectively) - though we're not actually testing the memory issues 
> with these two giants (ironically though, previos playtests on one 
of 
> them had no problems).
> 
> All the counters are also png files. I have no idea what colour 
depth 
> they have - didn't really think to look at it while making them 
(they 
> were mostly made years ago as BMPs in Paint and ADC, then 
converted). 
> Obviously the thought of going back and adjusting them is pretty 
> depressing, but if it's necessary then I'll do it. Presumably the 
way 
> to do this (using Gimp) is to switch the mode to Index and reduce 
the 
> number of colours, then save once more as a PNG?
> 
> And Joel, I can get the mod to you (in sections). Drop me a line at 
> [EMAIL PROTECTED]
> 
> Cheers for all the great responses. It's given me hope that we can 
> get this cracked....
> 
> --- In [email protected], Rich Johnston <DrNostromo@> 
> wrote:
> >
> > At 01:20 PM 10/21/2007, you wrote:
> > >Thus spake "benw_h":
> > > >
> > > > ...and do any of the changes you make effect saved games 
> already in
> > > > progress? So far I've reduced the colours of all the maps. 
All 
> of my
> > > > pieces are already only 1kb (does it matter how many colours 
> they are
> > > > if they are already this small?). I'm still getting out of 
> memory
> > > > errors. Does the sheer number of images in the module (even 
if 
> not
> > > > displayed) effect this? The mod is about 25Mb (5+5 per 
> extension), with
> > > > probably around 5-600 piece images, 8 maps (with multiple 
> boards in
> > > > most cases), and another 200 cards. Any advice? AT present 
I've 
> truned
> > > > my attention to increasing the memory allocation...
> > >
> > >What module is this? I'd like to have a look at it next week 
once 
> I'm
> > >home again. I'm in the midst of a project aimed at eliminating
> > >unnecessary out of memory exceptions, and I'd like to be able to 
> test
> > >my new image caching code on modules which are likely to stress 
it.
> > >
> > >(BTW, there is no direct connection between file size and in-
> memory size
> > >for images. It's the image dimensions and depth which matter for 
> in-memory
> > >size. It's possible to create tiny files which store huge images 
> once
> > >they're loaded.)
> > 
> >       This is what I've discovered as well. What graphics format 
> are 
> > you saving your files in? From the size of your mod compared to 
> what 
> > you have in it, you may just be using a high resolution intense 
> > graphics format that can probably be converted way down.
> > 
> > My mod currently has at least 2 dozen map windows and between 
1500 
> > and 2000 pieces, chits, cards, etc. and the overall size of the 
> file 
> > is just under 15Mb. My biggest map is 5426 x 4260 pixels and it's 
> > only 540k in size. All the graphics I have in the mod use the PNG-
8 
> > graphics format and I'm allocating 512 megs to Vassal. Things are 
> > running good here.
> >
>


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