caballan
September 29th, 2021, 17:37
Was not sure where to post this, but since the map is for Savage Worlds - 50 Fathoms, it will go here :) Has anyone done research on what setup for the maps gives the best performance during combat in FGU?
Background: The map is 89x104 at 100 pixels per square. During combat, I am expecting around 70-100 tokens between players, pets, and bad guys. So there is a lot of data moving around. Add in calculations for light sources and line of sight, and it is going to take up a lot of processing during combat.
Options:
1) Create the map in a different software package as PNG and import to fantasy grounds. The map so far is about 25 MB. Once in fantasy grounds, would still need to add line of sight and walls of course. As a PNG, other things could be added under the map later if needed because of the transparency layer.
2) Create the map in a different software package as JPG and import to fantasy grounds. The map is about 5mb and you still need to draw line of sight/walls like option 1.
3) Create the map in Fantasy grounds. Import the base images/textures into fantasy grounds, and then build the map. I do not know what the mb size of the map would be, but it will be much smaller because of how fantasy grounds handles images and the re-use of base images. Line of sight and walls would be added in the same locations as above, but would be done during creation instead of after import.
Because of the size of the combat map, I am less concerned about the initial load/send time of the map. The large area, multiple line of sight (walls, terrain), and all those tokens though will push my computer to the limit. So trying to figure out which map format will cause it the least amount of issues before I spend the time to build it all out.
Thanks!
Background: The map is 89x104 at 100 pixels per square. During combat, I am expecting around 70-100 tokens between players, pets, and bad guys. So there is a lot of data moving around. Add in calculations for light sources and line of sight, and it is going to take up a lot of processing during combat.
Options:
1) Create the map in a different software package as PNG and import to fantasy grounds. The map so far is about 25 MB. Once in fantasy grounds, would still need to add line of sight and walls of course. As a PNG, other things could be added under the map later if needed because of the transparency layer.
2) Create the map in a different software package as JPG and import to fantasy grounds. The map is about 5mb and you still need to draw line of sight/walls like option 1.
3) Create the map in Fantasy grounds. Import the base images/textures into fantasy grounds, and then build the map. I do not know what the mb size of the map would be, but it will be much smaller because of how fantasy grounds handles images and the re-use of base images. Line of sight and walls would be added in the same locations as above, but would be done during creation instead of after import.
Because of the size of the combat map, I am less concerned about the initial load/send time of the map. The large area, multiple line of sight (walls, terrain), and all those tokens though will push my computer to the limit. So trying to figure out which map format will cause it the least amount of issues before I spend the time to build it all out.
Thanks!