Dogmai, You said compressed to .mp3? would you like them in .Ogg format, Would greatly Reduce that size, Might be able to get that 25 Mbs down to like 10 or 12.
If so just Pvt.Message me to Audio Files in Winrar archive and ill convert them and send them right back.
also,
Evolution Frenzy(Atlas team project), 9.4 Mbs Currently, Have about 10-15 minutes worth of audio, Loading screen, 1 custom model(Dark archon red).
Gameinfo - 1.2mb (text)
Mesh data - 500mb (Includes a few backups, let's call it 400mb)
Particle data - 3.2mb (just text files)
Sound effects - 188mb
Textures - 200mb
This is a small project for Sins of a Solar Empire that includes no custom music, voice acting, or unique textures for meshes.
Because the GUI editor is better than the Galaxy editor. Keep in mind that I started Mafia well before things like galaxy+ + or any decent galaxy tools were made. It was convenient for me to use GUI primarily because in in-built Galaxy IDE is a cruel joke.
Most of the new code I make is in Galaxy, though. Such as the RSA library I wrote for Mafia.
Still, most of the stuff I code in Mafia would be better off being done through a scripting language like Lua and/or loaded from XML data files. Since neither option is feasible in the SC2 engine (for the purpose I would want), I was stuck with GUI.
Did anyone else notice the title of this thread? No? Okay, just wondering...
Anyways my map is around 17mb at the moment. I would expect that to double (or more) by the time of release. I haven't added in any custom sounds, models, or any fancy "icing" yet, so the 17mb is all random stuff that probably should be only 1mb, I'm just too lazy (and too busy) to figure out how to compress it.
But lemme think... My main Java project is around 30mb, but that's almost entirely images, sounds, "bank" files, etc. So yeah, I don't know if that provided any help at all, but it's all I've got to go off of, because my SC2 project isn't even close to being finished.
PLO is currently 5MB compressed for entire map. Probably going to be around 6 or 7 with loading screen and more images.
Game data is 276 KB compressed Triggers are 1.59 MB compressed Terrain is 551 KB compressed
Dogmai, You said compressed to .mp3? would you like them in .Ogg format, Would greatly Reduce that size, Might be able to get that 25 Mbs down to like 10 or 12.
If so just Pvt.Message me to Audio Files in Winrar archive and ill convert them and send them right back.
also,
Evolution Frenzy(Atlas team project), 9.4 Mbs Currently, Have about 10-15 minutes worth of audio, Loading screen, 1 custom model(Dark archon red).
Black Sun -
Gameinfo - 1.2mb (text)
Mesh data - 500mb (Includes a few backups, let's call it 400mb)
Particle data - 3.2mb (just text files)
Sound effects - 188mb
Textures - 200mb
This is a small project for Sins of a Solar Empire that includes no custom music, voice acting, or unique textures for meshes.
Mafia. The following sizes are compressed sizes.
Data: 0.01 MB
English Text: 0.04 MB
MapScript.galaxy After Optimization: 0.10 MB (0.97 MB uncompressed)
MapScript.galaxy (not uploaded to Battle.net): 0.13 MB (2.14 MB uncompressed)
Terrain: 0.51 MB
Loading/Minimap Art: 0.52 MB
Models/Textures: 1.95 MB
UI Art: 2.66 MB
Triggers (not uploaded to Battle.net): 4.65 MB
Music: 29.42 MB
Mods Size (one-time download): 32.62 MB
Map Size (download for each update): 2.54 MB
Total Size (on disk): 39.22 MB
@Taintedwisp: Go
I am more than capable of converting them to ogg if I so wished mate, but thanks anyways.
@IskatuMesk: Go
Not exactly for Sc2 but yeah, that is a basic game in itself right there.
@DarkRevenantX: Go
I thought you wrote Mafia in pure galaxy ... why do you have Triggers then? They are merely XML references.
Because the GUI editor is better than the Galaxy editor. Keep in mind that I started Mafia well before things like galaxy+ + or any decent galaxy tools were made. It was convenient for me to use GUI primarily because in in-built Galaxy IDE is a cruel joke.
Most of the new code I make is in Galaxy, though. Such as the RSA library I wrote for Mafia.
Still, most of the stuff I code in Mafia would be better off being done through a scripting language like Lua and/or loaded from XML data files. Since neither option is feasible in the SC2 engine (for the purpose I would want), I was stuck with GUI.
@DarkRevenantX: Go
There are workarounds actually.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
That is only useful for certain situations. It really wouldn't be of any help for Mafia, unfortunately.
Did anyone else notice the title of this thread? No? Okay, just wondering...
Anyways my map is around 17mb at the moment. I would expect that to double (or more) by the time of release. I haven't added in any custom sounds, models, or any fancy "icing" yet, so the 17mb is all random stuff that probably should be only 1mb, I'm just too lazy (and too busy) to figure out how to compress it.
But lemme think... My main Java project is around 30mb, but that's almost entirely images, sounds, "bank" files, etc. So yeah, I don't know if that provided any help at all, but it's all I've got to go off of, because my SC2 project isn't even close to being finished.
Great to be back and part of the community again!
THE Card Game - 5,53MB.
THE Card Game Graphics v2 - 12,8MB
THE Card Game Graphics 2 v2 - 9,77MB
Total - 28,1MB.
This is based on the published sizes.
Also, what's up with the thread title?
Everyone noticed it, everyone didn't expect anything less from me, no one is suprised, you are just looking like a moron right now FYI.
Ok lets talk about real sizes!!!
My map: The Final Frontier 2:
When I made it I didnt like functions... (but loved copy paste)