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Uh, oh...

Started by Zealot 0 replies 150+ views
Original Post
Zealot
Zealot
I think I may have "designed myself into a corner"! I was in the middle of rewriting some of my game''s code (which is in it''s VERY early stages), and I noticed that the game wasn''t scaled correctly. I was using heightmaps as the terrain, and I thouhgt that I had it set so that 1 pixel was equal to one foot in "game units". Well, apparently, I like, wrote that down in my mind and never implemented it, because now that I tested it, it is 16 pixels to one foot! This really wouldn''t be THAT much of a problem, but listen. My maps are supposed to translate into 1K X 1K feet! That is an image around 16K X 16K pixels. At 8 bits in grayscale, that is 244.1 Megabytes per map. Also, that would take a LONG time to create. So, I decided to try scaling the map, but, of course that didn''t work out so well with my collision system, which was acting like it was on crack. I am using Milkshape3D models in my game, so I figured that maybe my only way out of this would to be make every map in Milkshape. I think that would also take SOME time. Now that I think about it, maybe I could scale the models down, that would be more feasable, right? I''ll be experimenting some more with it, maybe I will find some way out of it, but if you can please help me some. En taro Adun! Doom to all who threaten the homeworld! *Protoss Zealot - Starcraft*
----------------------------------------------------------You know, I might as well go ahead and say I can't fix the problem... because that's when I figure out how.
Zealot
Zealot
Heh heh, never mind that last post, I think I may have figured it out, but be on the look-out for another post sayin'' that it didn''t work.

En taro Adun!
Doom to all who threaten the homeworld!
*Protoss Zealot - Starcraft*
----------------------------------------------------------You know, I might as well go ahead and say I can't fix the problem... because that's when I figure out how.

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