.wld Size

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
Kingpin
Jedi
Jedi
Posts: 1096
Joined: Fri Sep 13, 2013 7:09 pm
Projects :: The Sith Wars II
Location: Denver, CO
Contact:

.wld Size

Post by Kingpin »

Is there a max size for the .wld before it crashes?
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: .wld Size

Post by AQT »

What exactly are you doing to the .wld file to increase its size drastically?
User avatar
Kingpin
Jedi
Jedi
Posts: 1096
Joined: Fri Sep 13, 2013 7:09 pm
Projects :: The Sith Wars II
Location: Denver, CO
Contact:

Re: .wld Size

Post by Kingpin »

I just have a very large map with a lot of stuff. Just wondering if there is a certain amount I can have it to before it starts crashing.
User avatar
edge123455
Private Second Class
Posts: 73
Joined: Wed May 18, 2011 7:07 pm
Projects :: Hoth Battlefield
xbox live or psn: No gamertag set

Re: .wld Size

Post by edge123455 »

If you mean max terrain size then the limit is 1024x1024 where problems start occurring. Even at this size the map will be buggy if you include a lot of objects and things going on and is a real pain for all the things you have to modify to compensate for this map size. Even the AI will become dumber as the game engine has to compensate for the visuals.

From my experience, I would recommend something like less than 1024x1024. The optimum would be 256x256, which would be the biggest map in BF2, Hoth. Even 512x512 will be great or probably 1024x512. By powers of 2.

At 2048x2048 that the map will be very buggy and crash 50% of the time. There will be weird anomalies in the terrain texture as well.

Or if it's about object count look at this thread.

forums/viewtopic.php?f=27&t=27837&hilit=maximum+object
User avatar
Kingpin
Jedi
Jedi
Posts: 1096
Joined: Fri Sep 13, 2013 7:09 pm
Projects :: The Sith Wars II
Location: Denver, CO
Contact:

Re: .wld Size

Post by Kingpin »

I was actually thinking more of a KB size.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: .wld Size

Post by AQT »

You'll hit the object limit before you can even significantly increase the file size of the .wld file. That is, unless you are using ridiculously long names for your objects/ODFs. The only things you need to worry about are what Edge pointed out.
Noobasaurus
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2006
Joined: Tue Aug 17, 2010 5:56 pm

Re: .wld Size

Post by Noobasaurus »

Also: the munger won't be able to munge maps 2048 and above. Well, I'm not completely sure. I did a lot of testing on dimensions for maps and most things above 2048 were not able to be munged. Those that were munged simply crashed when played in SWBF2. I've also tried to keep the dimensions similar to 512x512 by doing things like 32x8192 (so it's the same amount of square land). However, if a single dimension of the map is more than 2048 (I think) it will either not munge or crash on load.
User avatar
Kingpin
Jedi
Jedi
Posts: 1096
Joined: Fri Sep 13, 2013 7:09 pm
Projects :: The Sith Wars II
Location: Denver, CO
Contact:

Re: .wld Size

Post by Kingpin »

Aiight. Thanks guys
Post Reply