Staredit Network > Forums > SC1 Terrain > Topic: Sprite limit in maps
Sprite limit in maps
Jun 3 2008, 5:49 am
By: MNeox  

Jun 3 2008, 5:49 am MNeox Post #1



So I recently found out you can go over the limit of sprites.
Just to test this out... say on... Badlands!
You can do this by simply choosing one sprite and dragging it across the screen until it maxes on its limit.
next place a few Trees around maybe like 10 or so.
highlight the trees and convert to terrain.
and there you go!
Picture
I was wondering about how to use this to an advantage.
See, when you place a doodad, the editor will place 2 things,
the terrain and sprite over it ( to make units go under it of course)
thats what most doodads are, either terrain or terrain with a sprite.

So if you are concerned with conserving sprites...
Place them on map before doodads
doodads placed after sprites (maxed out) will still place the doodad with terrain and sprite
and if you choose to convert the doodad to terrain then cool!
you just added extra sprites and extra space to place even more doodads!

I'm sorry if this doesn't belong on this section, but terrain was best related for this
because sprites are what mappers usually use for their terrain. Oh and I'm not even sure if I was the first to discover this but I haven't seen anything like this written anywhere else. :]

Post has been edited 2 time(s), last time on Jun 3 2008, 5:56 am by MNeox.



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Jun 3 2008, 6:24 am Falkoner Post #2



That's a nifty trick, I guess it just digs deeper into the sprite limit. SCM Draft only normally allows 499, so that's cool.



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Jun 3 2008, 10:18 am rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

I suppose it would be nice for a purely terrain map, but this doesn't really have much purpose past that, since the sprites aren't viewable in SC.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jun 3 2008, 2:34 pm JaBoK Post #4



If you wanted extra sprites, for a terrain map, then you could just set the limit to be higher, right?



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Jun 3 2008, 2:55 pm Ateo Post #5



One problem though, if you go over the sprite limit, some attacks like the lurker attack and templar afterimages wont show.



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Jun 3 2008, 8:56 pm Falkoner Post #6



Quote
I suppose it would be nice for a purely terrain map, but this doesn't really have much purpose past that, since the sprites aren't viewable in SC.

Ah, so they don't show up in-game.. Shucks.. Did you test that, or are you just assuming?



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Jun 4 2008, 3:28 am O)FaRTy1billion[MM] Post #7

👻 👾 👽 💪

StarCraft only reads 499 of them (they are visible otherwise.) In the CHK sprites and terrain are usually combined for doodads. SCMDraft's Convert To Terrain just seperates them... Other than erasing a few things in certain StarEdit-only sections and writing the MTXM data to TILE, it really does nothing.



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Jun 4 2008, 3:46 am stickynote Post #8



Quote from name:MalFunkShun
One problem though, if you go over the sprite limit, some attacks like the lurker attack and templar afterimages wont show.

Really? That would be so cool for the high templar after image to not show. That's one use for reaching or passing the sprite limit.



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Jun 4 2008, 4:17 am MNeox Post #9



Once again I have failed! :[



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Jun 4 2008, 4:47 pm Falkoner Post #10



It's still good for terrain-only maps, don't be sad :P



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Jun 8 2008, 11:49 pm Clokr_ Post #11



SF has always allowed users to get past the 250 SCMDraftII sprite limit...



?????

Jun 8 2008, 11:56 pm Twitch Post #12



Quote from Clokr_
SF has always allowed users to get past the 250 SCMDraftII sprite limit...
Scm Draft lets you go past 250 aswell?!?!?!?



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Jun 9 2008, 12:14 am Falkoner Post #13



Yeah... Clokr_, it's just a setting you have to change in SCM Draft.



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Jul 1 2008, 3:32 pm gam_crazy Post #14



the effect sprites, like mealstorm for example only happen at the first of the game and go away, so i dont find them very useful



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Jul 1 2008, 5:20 pm Falkoner Post #15



Some melee map makers(usually the newby ones :P) will place them to make their melee map have cool effects at the beginning.



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Jul 2 2008, 7:29 pm MNeox Post #16



If you're referring tot he fastest possible maps, I consider them more of a mass game than melee.
But what does that have to do with he sprite limit? Oh and just a quick question, I can't find the nuke dot sprite in scmdraft, mind helping me find it? ^^ lol



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Jul 2 2008, 9:05 pm Falkoner Post #17



Sprites>Units>Terran>Special>Nuke Target :P I had trouble finding it the first time too, I donno why it's organized so oddly, I mean, Unit Sprites and Units?



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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
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