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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Tips on Keeping Tags Small Filesizes

Author Topic: Tips on Keeping Tags Small Filesizes (10 messages, Page 1 of 1)
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Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Sep 16, 2011 12:48 AM    Msg. 1 of 10       
Do you guys have any tips on keeping tags small file sizes. I don't like it when my maps are like 120.36 megabytes.

Would a good example be like:
1. Model low-poly
2. Low resolution bitmaps

Anything else?


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Sep 16, 2011 08:07 AM    Msg. 2 of 10       
Quote: Do you guys have any tips on keeping tags small file sizes.


Cram every...single...freaking biped into one itty bitty insignificant tag. If you don't understand, I'll elaborate later when our map is done.

Apart from that, there ain't any other way to reduce memory.
-Zekilk
Edited by cyboryxmen on Sep 16, 2011 at 08:10 AM


bobbysoon
Joined: Feb 1, 2007


Posted: Sep 16, 2011 10:43 AM    Msg. 3 of 10       
eliminate references to unused vehicles and weapons in globals.globals, by copying those used over those unused. The multiplayer vehicles and weapons lists are used by the gametype system. Don't add or delete items. The list sizes must be what they are, six vehicles and however many weapons.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Sep 16, 2011 08:13 PM    Msg. 4 of 10       
As above stated, clean up your references. This includes going through globals.globals making sure you only keep the tags you want in the map. Of course, Bitmaps are a significant part of your map. Therefore if you create a BSP with 25 textures ( which in turn turn into shaders) and you make every bitmap 1024*1024 with a resolution of 200 and end up 800kb each, you're in trouble.


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Sep 17, 2011 02:14 AM    Msg. 5 of 10       
Also note that data like seats on vehis and scripts won't take up that much memory since they're just math and plain words. Feel free to add like 200 seats on a vehicle. Same goes for the animations.
-Zekilk


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 17, 2011 08:48 AM    Msg. 6 of 10       
Don't use several HUDs. Make sure your unit huds match (or get rid of hud on non-player bipeds), make sure the weapon huds match (no CMT hud for br AND h3 hud for assault rifle).
The 3d "size" of your bsp isn't too important, you should worry about how many bitmaps the bsp uses.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Sep 17, 2011 01:58 PM    Msg. 7 of 10       
Ok, so:

1. Get rid of any unnecessary directories, (example: hud)
2. 3D-model isn't too big, it's the bitmaps you should worry about.
3. Stuff like animations and seats don't take up much space.

That seems like a pretty good list. I've learned some pretty useful stuff. Heh heh heh

Thanks guys, if I missed anything else, then go ahead and enlighten us all even further.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 17, 2011 03:32 PM    Msg. 8 of 10       
When you compile a map in tool, tool tells you how much of that map size it bitmaps, sounds, and everything else. I forget what the average ratio is but bitmaps are generally larger than the other two combined.


bobbysoon
Joined: Feb 1, 2007


Posted: Sep 18, 2011 02:27 AM    Msg. 9 of 10       
Quote: --- Original message by: Xoronatus
1. Get rid of any unnecessary directories, (example: hud)

not directories, tag references. Deleting tag directories from your computer's file system isn't necessary, and may cause problems. Not sure thats what you meant, but just in case


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Sep 18, 2011 01:13 PM    Msg. 10 of 10       
Oops, that's what I meant.

 

 
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