Todd Mitchell wrote: > > 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. There are two real limits: 1) The size of the image itself. For practical purposes, this would be a bit less than 64k (max packet size is 64k, and you need a few bytes for other data). In addition to that, I believe that when the server sends an image to the client, it only uses 2 bytes for how big the image is. So having a bigger packet size doesn't fix that problem. Note that such big images could still have a problem in other regards (if such a large image was sent during play, that could create a bit of latency). But if the user downloads all the images first, that isn't a big deal. 2) The number of spaces the image expands. This is currently defined to be 6 spaces (really 7 - it is 6 off the edge of the map). So this effectively means a 192x192 image. At some level, images bigger than that may not make a lot of sense - after all, the player may not run with the full 25x25 map, and at some level, scale is relative - some of the very big monsters right now can even seem a bit big. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel