How can i open bigger files that are above 10 mbs?

so… i made a map from scratch.

or at least, tried to.

and i was 1/36th of the whole map being complete, problem is, after reaching 14mb it won’t open.


( last screenshot when i was around at 10 mbs. i only added few buildings over the south area )

so… is there any way to open it without crashing? or… is my rig too fucked up to even open the file.

( no, i’m not talking about open it in the game. because i know there’s the 3mb limitation over maps and such … and as you can tell. it’s no where near to be completed )

but my editor does not even open the map anymore nor tells me why.

and if i open the blk, the colors do not work anymore as well:


image

which the number of total lines:

cheers.

EDIT.

apparently, having building in the sky made my editor crash without even being able to open it. probably causing some fps issue.

so for my case, i did managed to reopen the file through some back up and did some tweaking and normal workflow.

as i’m on 13mbs ( which i slighlty reduced the files by removing all the scenary remover and made it into a larger one, still works. i’ll keep it up to date for any further updates and eventually close it if i find the reason of the crashing or it’s because the file gets heavier and heavier and cannot be open. i am testing more and give accurate results as i find stuff out.

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Clean some code maybe… I don’t know.
You probably reachs all limits.

Oh my god… 419290 lines & 14mb scene.blk…
I can’t imagine what you did on this map… But it’s anyways huge work… It’s sad that we have such limits.
Interesting what devs use for map making… Would be cool if someday we got same tools…

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ehh… i kinda need them all. otherwise i wouldn’t have included them.

which are mostly rendinsts.

and i still yet have to make pathfinding, add Ai soldiers, Ai tanks, objectives etc :upside_down_face:

not my fault if stalingrad is the only flat map with roads and autumn ground…

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You can’t. Scene.blk above 6-7Mbs crashes the editor when exiting.

Reason: When trying to load larger files (or trying to copy larger amount of rendinsts) the game will freeze to process the operation. However it is hardcoded to throw an error after 10-15 seconds.

Solution: Remove Freeze errors, we know how to use task manager.

Solution 2: Letting us export maps into .BIN files.

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i see.

yeah, those features / solutions would be great

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mhhhh… maybe is it because i have added too many scenary remover and should have instead used only one?

You can use only one.
But I don’t think that it should change something much.

419290/6= 69881 entities.

you certain you need everything?

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what do you think.

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are those buildings automatically furnished? cause every item in them is probably separate entity and it is cluttering the file.

but overall editor and permissions you have to edit are just too shitty and limited. just look at skyrim mods… enderal had 16GB and it added entire region and quests.

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yes, those buildings are copied from other maps ( with fornitures ) and slighlty modified in the map that i’m creating.

it’s basically giant(ish) like stalingrad it self, but mostly rural as i’m working on a redux spartanovka.

i would have made it simplier, but mr @Yopsius made already one ( which props to him ). so to not straight up copy the same map that we both had the idea of making ( he was more faster than me though ). i decided to make some sort of readaptation for squad game mode and be a newer and somewhat historical version of spartanovka it self based(ish) on the ro2 one. ( though, i was gonna make it pve )

( yes, unfortunately i’m somewhat doing a netflix adaptation meme, but i personally didn’t liked the original ro2 map as i would have to make it for lone fighter. so went on a tangent. i’ll might change the name entirely in the future when i’ll be able to publish. and even if considering the limitations of the portal. )

true.

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you could probably remove loads of items from those buildings and halve the file size. or you could just wait for DF to improve editor :rofl:

eh… i’m kinda conflicted about doing so.

i’m more for deliver quality over… compromises.

but now that i think about it… i still have to do all the objectives, set spawns, and still have to locate PVE’s Ais and put gray area in place alongside the navmesh.

i’m afraid i’ll have to wait an improvement for the editor either way.

as… i bet no matter how many rendinsts i have, the area is large and navmesh will probably triple the size of my mod.

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i can already see you finishing the mod.
image

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ah yes…

reminds me of my actual finished pve map of the pacific.

too bad it’s 8mb. 5mb more than the portal allows.

it’s sitting in my folder since the pacific came out :upside_down_face:
( well, more like 1 week after the pacific was released )

i don’t… wanna think about it

Amazing work,looking forward, but I’m worried that such a large file will cause many problems.
I have always wanted to make more changes to the big map of Berlin, but… too many entities lead to too high delay and can’t correctly hit the enemy. So I think the best size is 1MB. At present, my new mod has reached half of its size. After modification, the final goal is 1MB
Unable to use Navmesh is really a huge problem. You can see that in the “August Storm” (I try to balance the size and playability of the map), soldiers are foolishly stuck in bunkers and rooms… when will it be repaired? Maybe they just want to save a little bit of server space, so why does the server save dozens or even hundreds of uploaded versions? I am sometimes confused.
By the way, how do you copy a building with furniture? I think I may need some, thank you.
I think the official should combine the building and its internal structure as the entity template that can be directly imported, so we will greatly save space. Seriously, I’m a little disappointed with this game and have to focus on mod, but the stagnation of mod editor is also worrying

this is just problem with engine optimization. number of items shouldnt be a problem if they arent visible to player or if they are fair distance away.

problem is that they are using dagor engine that was meant for WT and was never meant for infantry fps, so small items are making problems cause they werent meant to be rendered that way in WT. if they used unreal engine, they wouldnt have problems with triple map sizes and hundreds of thousands of entities…

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Toolbox >>> Rendinst >>> Select RI and sometimes use Unbake & WithIn.
Save. Open scene.blk and then find and copy code. Paste it to your map.

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