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(Query) Largest SHP size
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Mar 18, 2020 3:41 am    Post subject:  (Query) Largest SHP size
Subject description: Just a question.
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What's the limit for RA2 when it comes to SHPs with/without Ares?

8/32 facings? SHP-frames no larger than Y x Z? SHP-file no larger than X MB?

I have an idea for a large unit, but I'm slightly worried about making it too big for the game to handle, in a similar fashion to the voxel-clipping problem we all know for larger voxels with 512 pixels or something.

Of course, same goes for buildings: how large can we make them?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Mar 18, 2020 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

if RA2 inherits the same limitation as TS, then turreted SHP vehicles at max 160x160 pixel canvas size.
non-turreted vehicles and buildings are without much of a limit.
I've made 2000x2000pixel SHPs before in TS.

File size is also pretty limitless. 50MB big SHPs and bigger have been made already.

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Starkku
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Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Mar 18, 2020 11:13 am    Post subject: Reply with quote  Mark this post and the followings unread

It is not really a true, hard limitation but there's an 'issue' with really large SHP's (be it buildings, animations etc) where game won't draw them at all if they (that is, the cell the object resides on) exist too far away from the current screen view, even if they are large enough to appear within it otherwise. Obviously desirable behaviour most of the time so game won't spend resources on drawing things that are off-screen, but can be a problem in some cases.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Mar 18, 2020 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
there's an 'issue' with really large SHP's (be it buildings, animations etc) where game won't draw them at all if they (that is, the cell the object resides on) exist too far away from the current screen view, even if they are large enough to appear within it otherwise.

Is this also identical to what happens in FA2? I do remember taller buildings vanishing when scrolling upwards there.

If it happens in RA2, then the "too far away" distance would have to be set higher, since I never had buildings vanish when scrolling.

Does anyone have any concrete values?

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