+torno 6,139 Posted August 4, 2021 As the title says, maybe the answer is more than known, what is the limit of the tiles that a map can load? Share this post Link to post Share on other sites
+Menrva 4,200 Posted August 4, 2021 There is no known limit other than the hardware limitations of our computers. The more tiles you add, the more video card memory is required, loading times become longer and terrains with too many tiles can be problematic when you also load dozens of custom aircraft with 4k textures. 2 Share this post Link to post Share on other sites
+torno 6,139 Posted August 4, 2021 Thank you very much for your answer Share this post Link to post Share on other sites
+torno 6,139 Posted August 4, 2021 If it is not known it means that there may be a limit, in the map I am working on when it reaches texture 847, it stops loading textures and the system loads texture number 1 for the rest of the map, I will experiment by reducing the size of the mosaics. To cross your fingers Share this post Link to post Share on other sites
+GKABS 8,775 Posted August 4, 2021 Good luck, and fingers crossed Share this post Link to post Share on other sites
Wrench 9,848 Posted August 4, 2021 the biggest map i know of, WW2 CBI (i never finished it) given it's size, must have WELL over 1/2 million tiles, but there are only 204 different types. I would double check the texture list against the _data ini and make sure they're all in numerical order, and in the SAME order. I've never heard of what you describe happening. Share this post Link to post Share on other sites
+torno 6,139 Posted August 4, 2021 My fear and incognito when starting this map comes true, the list is fine, the TFD loads them correctly without error warnings, the map from texture 847 does not load new textures and replaces them with texture number 1 as I already explained It is not a problem of lack of memory, without objects on the ground, reducing the size of the tiles and the quality of everything still does not load correctly, it is a mixture of disappointment and fury for the time invested. 2 2 Share this post Link to post Share on other sites
+Menrva 4,200 Posted August 5, 2021 (edited) @torno Indeed, that is frustrating. Now we know for a fact there is a limit, you've just hit it, it seems. Your best chance is to remove entries to specific tiles for inland areas and use more generic ones where possible. That way you could find space for coastline tiles which are a must to the impressive work you're doing. Edited August 5, 2021 by Menrva Share this post Link to post Share on other sites
PeacePuma 569 Posted August 5, 2021 @torno Ariel don't get frustrated !!! The work you do is absolutely great so that it gets lost due to the limitations of the sim ... we would only have to think of the trick to avoid the problem or rather hide it .. 1 Share this post Link to post Share on other sites
+Gunrunner 314 Posted August 5, 2021 (edited) Damn, that looks like absolutely stellar work. I understand the frustration but now that you know the limit, can't you find a few places to replace some tiles by more generic ones, losing a bit in details and gaining in repetition inland and in places not needing as much details while keeping the details for the coastlines and major target areas ? It would be a pity to just throw your work out. It's a pain but that's what happens when you try to push the envelope beyond what has been done before. That being said, the index stopping at 846 is weird. Damn, must be tired, somehow I missed that @Menrva had the exact same advice. Edited August 5, 2021 by Gunrunner 1 Share this post Link to post Share on other sites
+GKABS 8,775 Posted August 5, 2021 I really feel your frustration, but like everyone said, just make some sacrifices with some tiles. But don't stop this outstanding work. 1 Share this post Link to post Share on other sites
+torno 6,139 Posted August 25, 2021 Thanks to a blue screen of my pc and a restoration to a safe point, all the last changes in the data of the Malvinas terrain were erased. so I had to rewrite, and I came up with an idea that maybe it could be what could be generating the tile limit, while rewriting I made the change, and guess what? The area that was not loaded correctly was loaded (despite in the tdf editor if it was loaded correctly) I am very happy. because the project does not die Sorry my bad english 10 Share this post Link to post Share on other sites
+Soulfreak 6,524 Posted August 25, 2021 2 hours ago, torno said: Thanks to a blue screen of my pc and a restoration to a safe point, all the last changes in the data of the Malvinas terrain were erased. so I had to rewrite, and I came up with an idea that maybe it could be what could be generating the tile limit, while rewriting I made the change, and guess what? The area that was not loaded correctly was loaded (despite in the tdf editor if it was loaded correctly) I am very happy. because the project does not die Sorry my bad english Great Torno, that you solved the problem! BTW, the Malvinas map looks very nice so far! Can´t wait. Share this post Link to post Share on other sites
+mue 715 Posted August 25, 2021 2 hours ago, torno said: ...I came up with an idea that maybe it could be what could be generating the tile limit, while rewriting I made the change,... I'm curious what the root cause was and how you fixed it? 1 Share this post Link to post Share on other sites
Wrench 9,848 Posted August 25, 2021 I'll almost bet the root cause was a missed number someplace in the terrains' data ini of tile listings. I've seen something similar in the TAE, when a number is missed in the _types ini AND in the targets ini; for instance, a target area item listing Quote [TargetArea001] Name=A Shau Position=590542.00,498989.00 Alignment=ENEMY Location=1 ActiveYear=0 Radius=5000 Target[001].Type=af66 Target[001].Offset=0.00,0.00 Target[001].Heading=0 Target[002].Type=af42hut Target[002].Offset=-24.00,-9.00 Target[002].Heading=0 Target[003].Type=vvillage1 Target[003].Offset=30.00,-60.00 Target[003].Heading=90 Target[004].Type=af59 Target[004].Offset=-15.00,-130.00 Target[004].Heading=90 Target[005].Type=stand Target[005].Offset=222.00,63.00 Target[005].Heading=180 Target[006].Type=ZISTRUCK Target[006].Offset=220.00,75.00 Target[006].Heading=120 Target[007].Type=shed1 Target[007].Offset=460.00,-110.00 Target[007].Heading=270 Target[008].Type=af31 Target[008].Offset=530.00,-145.00 Target[008].Heading=270 Target[009].Type=af31 Target[009].Offset=-125.00,20.00 Target[009].Heading=180 Target[010].Type=smallgen Target[010].Offset=-5.00,115.00 Target[010].Heading=180 Target[012].Type=af41 <--- note #11 missing Target[012].Offset=180.00,-90.00 Target[012].Heading=0 will still show the items in the TAE, even after the break. On the target area view pane in the TAE, you can see a break, but the later listed items. Same for the types ini, although thats MUCH more rare; it usually won't show a broken numeric sequence, but stops at the break at least, that's been my experience Share this post Link to post Share on other sites
+torno 6,139 Posted August 27, 2021 in the field data figure these entries [Texturexxx] Filename = seaxxx.TGA HasWater = 1 HeightMap = seaxxx_hm.BMP HeightMapScale = 2.000000 Color = 0.241387,0.257525,0.233230 ----------------- (this color data) SolidObjectTexture = AlphaObjectTexture = TerObjectFalklandTrees.TGA MipMapLevels = 6 when cloning that data in many tiles I create the problem of limit of loads I never closed the texture number 847, if it had a limit it would have to be 900, 1000,500, a round number, so since I had to rewrite about 130 tile data in the data replace that color number: = xxxx.xxx .xxx that I never gave importance to but it was repeated in the series. that vast so that the missing tiles appear and the graphics engine will not load the texture 1 replacing them 3 Share this post Link to post Share on other sites
+torno 6,139 Posted September 29, 2021 I reached the limit of 1024 tiles, which only allows loading the TFD tool, unfortunately the tools I have do not allow the project to finish at least for now. 2 Share this post Link to post Share on other sites
Wrench 9,848 Posted September 29, 2021 it seems like the issue is the TFD tool itself Share this post Link to post Share on other sites