Google wiki uses # for 2nd level nesting
authorkyberneticist@gmail.com
Wed, 06 Nov 2013 17:52:25 +0000
changeset 340 f5e34867f3ba
parent 339 1664d3e63c05
child 341 763c9378cb7f
Google wiki uses # for 2nd level nesting
PresetMaps.wiki
--- a/PresetMaps.wiki	Wed Nov 06 17:47:36 2013 +0000
+++ b/PresetMaps.wiki	Wed Nov 06 17:52:25 2013 +0000
@@ -60,11 +60,11 @@
   * Usually _width/length ratio_ of 2:1
   * Typical size: 2048 x 1024
   * Max size: no limit, 0.9.18+.  4096 x 2048 or less in 0.9.17 and earlier.  There are a few practical limits to map size that should be examined for people trying to make very large maps.
-  ** SDL 1.2 - SDL 1.2 can only load maps that are 16,384px wide or less, and 65,536px high or less.
-  ** GIMP.  GIMP 2.8 can only create PNGs that are 262,144px wide or high - is an arbitrary hardcoded sanity check.  GIMP 2.10 allows 524,288 wide or high.
-  ** libpng - libpng can only load maps that are < 1 million px high.
-  ** Graphics card. This is the big one. Your graphics card probably has anywhere from 256MiB to 2GiB of vRAM.  If blurry land is enabled and the map has a typical amount of empty space, you can make a map w/ ~2x the pixels as a card has vRAM. But. Most people don't like using Blurry Land, so best to limit to ~½ the pixels as a card has vRAM. Targetting support for people on 256MiB of vRAM, that means a 2:1 rectangular map should not be larger than 16,384x8192 which coincidentally fits in the SDL 1.2 width limit.
-  ** There is also a completely arbitrary check in game for widths/height < ~billion pixels which avoids possible integer issues, and a limit on size in pixels of 6 billion or so, which was just a basic sanity limit.  However given the limitations above, these are not likely to be reached.
+  # SDL 1.2 - SDL 1.2 can only load maps that are 16,384px wide or less, and 65,536px high or less.
+  # GIMP.  GIMP 2.8 can only create PNGs that are 262,144px wide or high - is an arbitrary hardcoded sanity check.  GIMP 2.10 allows 524,288 wide or high.
+  # libpng - libpng can only load maps that are < 1 million px high.
+  # Graphics card. This is the big one. Your graphics card probably has anywhere from 256MiB to 2GiB of vRAM.  If blurry land is enabled and the map has a typical amount of empty space, you can make a map w/ ~2x the pixels as a card has vRAM. But. Most people don't like using Blurry Land, so best to limit to ~½ the pixels as a card has vRAM. Targetting support for people on 256MiB of vRAM, that means a 2:1 rectangular map should not be larger than 16,384x8192 which coincidentally fits in the SDL 1.2 width limit.
+  # There is also a completely arbitrary check in game for widths/height < ~billion pixels which avoids possible integer issues, and a limit on size in pixels of 6 billion or so, which was just a basic sanity limit.  However given the limitations above, these are not likely to be reached.
   * If there is no _mask.png_, this image will also be used for deciding what pixels are subject to collision: _alpha value_ not equal to 0 (so below max transparency) will be considered land
   * As of 0.9.19+, map.png is optional if a mask.png is provided.  If there is no map.png, the theme will be used to decorate the map.