Sprites bug
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Aug 6 2009, 6:02 pm
By: payne  

Aug 6 2009, 6:02 pm payne Post #1

:payne:

For my RPG (Yggdrasill: Tree of Genesis), I have a forest (which takes around 1/6th of the map's terrain space) and it uses a lot of sprites to make it looks cluttered (I based myself off Fwop_'s map Forest Maze.scx). I had place some doodads in the first part of the forest and then I placed sprites for the 2 parts of it to finally end with doodads in the 2nd part, but when I played the map to see what it looked like, the doodads placed in the 2nd part didn't have their "Tree sprites", they had disappeared.
My map uses 786 sprites and the limit in Starcraft is supposed to be 2500 according to this source.

What the hell happened?
Probably that copy-pasting my sprites in an other map to place them only at the end would solve it, but I still want to know why this happens :O



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Aug 6 2009, 6:03 pm samsizzle Post #2



they're disappearing because you have too many, the limit is 500, i dont know why they said 2500...



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Aug 6 2009, 6:11 pm Demented Shaman Post #3



Yes the sprite limit is 2500... including all the sprites units take up.

Quote
# Staredit Sprite limit: 250
# CHK load Sprite limit: 500

# Starcraft Sprite limit: 2500
The two limits above are the ones you overlooked.

The Staredit one doesn't apply to SCMD2, but the CHK load sprite limit does, hence the 500 sprite limit.



None.

Aug 6 2009, 6:25 pm payne Post #4

:payne:

I'll make the wiki clearer. Thanks for help guys :D
Btw, I tested and it's 499 the limit ;P

EDIT: I've updated the wiki. Please look at it to make sure I was write: http://www.staredit.net/wiki/Map%20Limits

Post has been edited 1 time(s), last time on Aug 6 2009, 6:42 pm by payne.



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[10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
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