[suggestion] editor quads layer compress

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Ñı©Ø
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[suggestion] editor quads layer compress

Post by Ñı©Ø »

Hi, i had a suggestion
Sometimes the maps are so much heavy! Maybe we can fix this... For make a background you need to use a lot of quads. Why can't we do a system who put all the layers (quads) in one only quads? In this way the maps will not be so large!

This is an example:
I have to put a blue BG on some stars. I have to do 2 quads: BG and STARS! Maybe let's add a button too compress these two layers in one layer: BG! In this way i will have BG + STARS in one layer! I know you can't edit it when you press compress, but it's just to do when you finished bg design! It's like if you print a photo of a lot of quads togheter and you will have 1 only BG... it can be done manually, but it let you lose a lot of quality...

I think this is possible to do... i hope you enjoy it :)
Ama
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Re: [suggestion] editor quads layer compress

Post by Ama »

Photoshop
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Ñı©Ø
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Re: [suggestion] editor quads layer compress

Post by Ñı©Ø »

Ama wrote:Photoshop
I said it... it removes graphic... and it let you lose time...
BeaR
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Re: [suggestion] editor quads layer compress

Post by BeaR »

Short answer: It's not worth it and will maybe even increase the map size pretty much. Quads are actually pretty cheap

Long answer: A quad takes maybe ~100bytes/quad, which is not that much. But images are saved uncompressed in the map (Ignoring the map compression itself) So actually most of the space is taken by the embedded assets(images+sounds). This functionality would be only useable for static quads/bgs and could generate huge(!) images, which will eat your HDD and GPU memory. (You could end up to streaming the textures, ugh..). For this usecase photoshop or other software should be prefered due to the larger amount of functionality.
There would be several other ways of saving memory and power like using texture atlases, split map<->assets and use an assetloader, compress the images (but that's also a security issue -> pngloader might crash..), using some sort of prefab system and/or particle systems, ... . So in conclusion, I don't really see an actual gain from implementing your suggestion /:
In the end it might be questionable if the maps are actually that large to need further compression atm. Imho not really.
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Ryozuki
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Re: [suggestion] editor quads layer compress

Post by Ryozuki »

tw can eat your gpu?, haha time to buy a titan to play tw xD
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