View Full Version : The problem about exporting a module too big
frozzzt
August 13th, 2023, 00:50
Hi,
I'm creating a D&D module only containing battlemaps (JPG and WEBM). It's big, from 1GB to 5Gb.
When I'm exporting this big module, FGU freezes and get a non-response. I waited 45min and nothing.
I'm thinking in breaking the module in a lot parts. Like 5GB in 10 parts of 500mb each?
Anyone can help me with a maximum file size (ASSETS FOLDER) that avoid that crash??
I never done a module soo big, I really need some light here. Thank you!
damned
August 13th, 2023, 01:48
I dont know what the maximum good size is.
Do remember that images also need to be shared to players so large images can take some time for the upload to go to each player.
Moon Wizard
August 13th, 2023, 04:17
What's the purpose of moving the images into the module?
Are you planning to publish these images?
Otherwise, you are making more work for the clients to load locally, instead of just sharing from GM client when needed.
Regards,
JPG
frozzzt
August 13th, 2023, 04:25
Actually this module is only for the GM. I could use this battlemaps modules in several of my games, keeping easy to access and organized.
Players wont load this module. Only GM. So, the only images of module that the players will load, will be the ones that I share. Right? I dont wanna or need to load all images in client.
Moon Wizard
August 13th, 2023, 05:03
Why even put into a module then? Just place in the images subfolder of the data folder. It will be faster to index/load.
Regards,
JPG
frozzzt
August 13th, 2023, 05:10
Well.. . I guess you' re right!
I just dont want to load all that images to my players, it would crash the game in the loading screen.
So.. the best way to avoid load heavy files to my players on loading screen, is putting on data, but just few images, not all my 5gb of battlemaps archive.
If this is it, thank you for the feedback and help me to avoid crash all my players because of my megalomaniac battlemap archive.
:)
Zacchaeus
August 13th, 2023, 08:43
Players will only load images that you have shared. They will not load or even see or know about images which are in the images folder in FG Data. Whilst putting images into a module made some sense in Classic it makes no sense in Unity since every image in every module and folder is indexed by the DM when you load a campaign. So there's no benefit in putting the images in a module over leaving them in the folder.
frozzzt
August 13th, 2023, 15:53
Thank you for this explanation!
I still wanna make a catalog with all my maps organized by terrain that I can use in several different games.
But since make a module would load to much for everyone or putting the images in each FG DATA of my games would make impossible to search in 5.000 images, I think this idea of catalog/index for easy search for a battlemap (image attached) won't work. I even tried to export only the catalog/shortcuts and put the images manually, the shortcut lose the link, even the image have the samer name.
I need to think in another solution to manage a massive catalog of battlemaps in different games.
58544
jwatmough
August 14th, 2023, 13:42
You can do this with subfolders and naming in the data folder. The image search bar will recognize search words that are in the format "_searchword" in the title of the image in question. Such as " Waterfall_battlemap_animated_night.webm": In this way, if you search, for example, animated battlemap, all of those images with that tag will be found.
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