Staredit Network

Staredit Network -> UMS Assistance -> Sprite Limit
Report, edit, etc...Posted by Hugel on 2006-04-14 at 05:35:02
I recently just hit the sprite limit in my current map. I was terraining the last section of the map and when I open it in Starcraft, it crashes because of nooks and crannies. Took me a long time to figure out why this was happening, but when I delete all the doodads on the map, it runs fine.

A few questions I have about this though, does certain isometic terrains create sprites in themselves? The last area I terrained, I used temple mostly. When its all there, it crashes, when I delete everything in that area, it does not crash. I recreated the crash replacing temple with just normal High Dirt...Do cliff/temple walls create sprites?

It looks like I will have to delete all the doodads in the map completely and start over. How can I get around the sprite limit to repopulate my map and make it look good again?

These limits are frustrating, I thought I would only have to deal with a string limit by deleting all comments after a certain point, now I have to deal with sprites also... cry.gif
Report, edit, etc...Posted by JaFF on 2006-04-14 at 10:06:55
the sprite limit is there for a reason. if you approximetly bypass it the map will begin to lag a bit. i think in SCM draft you can change the limit for sprites & strings, but i never tryed, so i dunno can you do it after you've created new map.
Report, edit, etc...Posted by BeeR_KeG on 2006-04-14 at 14:24:47
You probably placed a sprite off the edge of the map. Also know that a large number of sprites will crash the game, there is a limit, which you can easily bypass in your editor, but it'll still crash in-game.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-04-14 at 23:06:04
sprite ammounts crash games? Ive ran 2000 sprites in LAN play? Just lags load on bnet. Stupid starcraft connection method sad.gif.
Report, edit, etc...Posted by Kumano on 2006-04-15 at 06:19:36
I think the nooks and crannies error isn't about sprites, but about terrain that takes up more space because it isn't as basic. A tile of just dirt is completely walkable, while a tile that's changing from dirt to high dirt some parts are walkable while others aren't so it takes up more space (as in bytes). The doodads have terrain with the sprite, which could contribute to this. The walls don't create sprites, but those are the areas which are more complicated because some parts are walkable while others aren't.

At least this is how I understand it, I could easily be wrong.
Report, edit, etc...Posted by Hugel on 2006-04-15 at 15:42:56
I burned the last region of my map to the ground and rebuilt it, using a different concept, turned a temple region into an island region, this map is playable in its current state. Using an island means I have less ground space to work with but I guess I will have to make do. It will also insure that nobody can get there until I want them to.
Report, edit, etc...Posted by DT_Battlekruser on 2006-04-16 at 13:37:09
The nooks and crannies error has nothing to do with sprites or doodads. It simply prompts an error because your map has too many complicated paths and the pathing scripter doesn't want to parse it. To fix the problem, you need to make less narrow, windy paths on your map.

Going over the sprite limit does not cause your map to crash, or an error to pop up. It simply will not keep creating sprites after the 2048th one.
Report, edit, etc...Posted by Steel_Hand55 on 2006-04-16 at 21:15:47
If you have SCMDraft 2, you can change the sprite limit on the map. I THINK you can make it as high as you want, but Battlecruiser might be right in that you can only have 2048.
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