Thanks - yes, one of the two giant maps is a jpeg for this reason. It 
has a kind of cloud effect that just doesn't work once converted. 

I'm busy converting all the pieces as we speak - most were already 
png files. Converting them to 8 colours seems to make them slightly 
larger, but maybe that will help in game.

--- In [email protected], "Brent Easton" <[EMAIL PROTECTED]> 
wrote:
>
> Ben,
> 
> If you are using <= 256 colors, then yes, you should be converting 
your files to PNG. You will get a huge reduction in physical size. 
The Image-magick info I posted will auto change the image to indexed 
when <= 256 colors specified.
> 
> Maps depend a lot on what sort of processing you have done in the 
past. Once you have saved the image once as a JPG, you get dithering 
that makes it very expensive to then save as a PNG. PNG's do best 
with large areas of single colors. JPG will usually give you a 
smaller image, at the expense of some clarity.
> 
> Have a look in the FAQ here:
> 
> http://www.vassalengine.org/wiki/doku.php?id=smaller_modules
> http://www.vassalengine.org/wiki/doku.php?id=image_formats
> 
> Regards,
> Brent,
> 
> 
> *********** REPLY SEPARATOR ***********
> 
> On 22/10/2007 at 5:51 AM benw_h wrote:
> Addendum to this: most of the pieces are RGB. Should this be 
changed 
> to indexed?
> 
> --- In [email protected], "benw_h" <benw_h@> wrote:
> >
> > We could probably do with some guidance on this, as we defintely 
> made 
> > some bad design choices early on. Most of the maps are down to 
> > between 12 and 32 colours (indexed). We still however have two 
huge 
> > ones in there (in terms of pixels: in size they're 2Mb and 4Mb 
> > respectively) - though we're not actually testing the memory 
issues 
> > with these two giants (ironically though, previos playtests on 
one 
> of 
> > them had no problems).
> > 
> > All the counters are also png files. I have no idea what colour 
> depth 
> > they have - didn't really think to look at it while making them 
> (they 
> > were mostly made years ago as BMPs in Paint and ADC, then 
> converted). 
> > Obviously the thought of going back and adjusting them is pretty 
> > depressing, but if it's necessary then I'll do it. Presumably the 
> way 
> > to do this (using Gimp) is to switch the mode to Index and reduce 
> the 
> > number of colours, then save once more as a PNG?
> > 
> > And Joel, I can get the mod to you (in sections). Drop me a line 
at 
> > benw_h@
> > 
> > Cheers for all the great responses. It's given me hope that we 
can 
> > get this cracked....
> > 
> > --- In [email protected], Rich Johnston <DrNostromo@> 
> > wrote:
> > >
> > > At 01:20 PM 10/21/2007, you wrote:
> > > >Thus spake "benw_h":
> > > > >
> > > > > ...and do any of the changes you make effect saved games 
> > already in
> > > > > progress? So far I've reduced the colours of all the maps. 
> All 
> > of my
> > > > > pieces are already only 1kb (does it matter how many 
colours 
> > they are
> > > > > if they are already this small?). I'm still getting out of 
> > memory
> > > > > errors. Does the sheer number of images in the module (even 
> if 
> > not
> > > > > displayed) effect this? The mod is about 25Mb (5+5 per 
> > extension), with
> > > > > probably around 5-600 piece images, 8 maps (with multiple 
> > boards in
> > > > > most cases), and another 200 cards. Any advice? AT present 
> I've 
> > truned
> > > > > my attention to increasing the memory allocation...
> > > >
> > > >What module is this? I'd like to have a look at it next week 
> once 
> > I'm
> > > >home again. I'm in the midst of a project aimed at eliminating
> > > >unnecessary out of memory exceptions, and I'd like to be able 
to 
> > test
> > > >my new image caching code on modules which are likely to 
stress 
> it.
> > > >
> > > >(BTW, there is no direct connection between file size and in-
> > memory size
> > > >for images. It's the image dimensions and depth which matter 
for 
> > in-memory
> > > >size. It's possible to create tiny files which store huge 
images 
> > once
> > > >they're loaded.)
> > > 
> > > This is what I've discovered as well. What graphics format 
> > are 
> > > you saving your files in? From the size of your mod compared to 
> > what 
> > > you have in it, you may just be using a high resolution intense 
> > > graphics format that can probably be converted way down.
> > > 
> > > My mod currently has at least 2 dozen map windows and between 
> 1500 
> > > and 2000 pieces, chits, cards, etc. and the overall size of the 
> > file 
> > > is just under 15Mb. My biggest map is 5426 x 4260 pixels and 
it's 
> > > only 540k in size. All the graphics I have in the mod use the 
PNG-
> 8 
> > > graphics format and I'm allocating 512 megs to Vassal. Things 
are 
> > > running good here.
> > >
> >
> 
> 
>  
> ____________________________________________________________
> Brent Easton                       
> Analyst/Programmer                               
> University of Western Sydney                                   
> Email: [EMAIL PROTECTED]
> 
> 
> 
> [Non-text portions of this message have been removed]
>


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