> By the time I wrote the parser there were no images bigger > than square 32. > > I think the problem lies in the following line > in ArchObjectStack.java: > stream.getBufferedStream().mark(10000); // mark position > > This limits the stream buffer to 10000 chars which is probably > not enough for your large images. > Increase the value to something like 100000 and see if it works then. > > Will you put these large images in the game, or are > they for testing only? > Even if the smoohting templates aren't directly incorporated (the editor wouldn't need to display them to mapmakers but it might use them to do smoothing...), I expect some of the larger pictures will eventually get reconsolodated into a single PNG. The larger ones will be done first likely since they are hardest to maintain in sections. They may not be quite 512x64 but they will be large. Actually that brings up a question - how big can things get? How about a 512x64 giant worm? This is especially interesting line of thought when you see some of the newer clients with really large map display areas. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel