Tile size causes crash?
by Jacob Vann · in Torque Game Builder · 04/29/2007 (8:13 pm) · 1 replies
I have an image, 256 x 768 pixels. I created a "cell"ed image map using this image, with 64 x 64 pixel cells. This works great.
Then, I wanted to make a separate image map, using the same image dimensions, but with 16 x 16 pixel tiles. When I set the "cell size x" field in the GUI to 16, it's fine. When I set the second field to 16, TGB crashes. This is in the 1.5 Beta 3. Using a separate image doesn't make a difference. Seems any image map with a cell size of 16 x 16 pixels crashes TGB.
I tried setting the tile size to 32 x 32. The "cell size x" takes 32, but the "cell size y" field automatically changes to 48 after trying to set it to 32.
Is there an internal limit to the number of cells allowed in an imagemap? Is this a bug?
I tried setting the "cell count" values to 16 and 48, respectively. This gets me the same result -- a crash.
Then, I wanted to make a separate image map, using the same image dimensions, but with 16 x 16 pixel tiles. When I set the "cell size x" field in the GUI to 16, it's fine. When I set the second field to 16, TGB crashes. This is in the 1.5 Beta 3. Using a separate image doesn't make a difference. Seems any image map with a cell size of 16 x 16 pixels crashes TGB.
I tried setting the tile size to 32 x 32. The "cell size x" takes 32, but the "cell size y" field automatically changes to 48 after trying to set it to 32.
Is there an internal limit to the number of cells allowed in an imagemap? Is this a bug?
I tried setting the "cell count" values to 16 and 48, respectively. This gets me the same result -- a crash.
Torque Owner Neo Binedell
A workaround in the meantime is to set the Cell Count Y to 48 to force it to 16.
I don't get a crash but that might be because it runs out of texture memory or something on your side, will keep at it and make sure all variations work.