| 11-22-2002, 11:04 PM | #1 |
Has anybody ever worked with one? Just wondering if its normal for the editor to work at a snails pace. It used to be fine, but as my map got some detail in it, the edtior just seemed to slow down. Has gotten to the point where if i try to change a texture, it takes like 30 seconds to register :( (and no i dont have a crappy PC, 1.6 mhz with 512 meg ram and a GEForce4) |
| 11-22-2002, 11:12 PM | #2 |
1.6 mhz would SUCH its 1.6 megahertz you propaly mean 1.6 GIGAhertz right? |
| 11-22-2002, 11:35 PM | #3 |
heh yea typo :) ment ghz |
| 11-23-2002, 12:07 AM | #4 |
Well Mythmon I find it hilarious that you have a typo in your post and your commenting on his typo :) |
| 11-23-2002, 02:03 AM | #5 |
WE wasn't meant to work with maps that large. On top of that we all know already it's hella slow. I guess you're stuck :( |
| 11-23-2002, 02:33 AM | #6 |
Guest | I've worked on a couple of maps > 256x256 without much of a problem, and I've only got a 1000 Mhz Celeron, 512 Mb SDRAM, and a GeForce 2 Ti/500. Right now I'm working on a 480x480 (the largest possible map you can make I believe). About the slowest thing is scrolling the terrain with the right mouse. You've got to hold the button down until it's done updating the screen or it rubber bands back to your initial position. Heh. It's odd that you seem to be having such intense slowdown. I'd be VERY interested in downloading your map and seeing what happens on my computer when I load it up in the WE. I have no interest in plagiarizing your work, but I understand words mean jack. Anyway, if you're willing I'd love to try it and see what happens. Perhaps I can help point out some potential slowdown problem areas. Dunno'. Care. |
| 11-23-2002, 03:26 AM | #7 |
Close all programs, and turn off all things like aim and such. And when you editing the terrain, dont have the unit editor or trigger editor open. They can cut the speed by half (as i found out when fixing a World of Warcraft game today.) And that thing was a 256x256, so it can really make a difference. |
| 11-23-2002, 05:25 AM | #8 |
I converted the map to 192x192, everything is the same, took alot of doin though, same number of doodads, units, triggers, and now everything is smooth in teh editor, its very wierd, i guess it all goes back to: WE only can handle that 30,000 cells or whatever that number is, before it gets wacky |
| 11-23-2002, 10:03 AM | #9 |
Ok, here's an idea that reduces lag for me. If you move the mouse wheel in WE it sets the Z cutoff range. If you shrink the Z to the point that 1/4 of your map (Judging from normal overhead game view) is covered by the black wall than there is just no damn way that you could lag all that bad anymore. Also you can go to the View menu and turn everything off that you don't wanna Fugg with at the moment. -Insaniteus- |
| 11-23-2002, 02:10 PM | #10 |
Yeah if you zoom out it definitely helps. Besides you can see more terrain that way. :D |
| 11-26-2002, 04:20 AM | #11 |
Found out what had happened, it didnt have anything to do with size or processing power. One of the hero selectors (as wisp) was causing the problem of "lag" while editing. Found this out while coping data from 1 map to the next. The moment i copied the wips, the same problem happened. So i solved it, However, what caused this to happen is the next thing... |
