Author Topic: How to recompile a tiled map?  (Read 1270 times)

0 Members and 1 Guest are viewing this topic.


  • Community Member
  • **
  • Posts: 1
    • View Profile
How to recompile a tiled map?
« on: December 30, 2016, 03:22:22 AM »

I am wondering if anybody has any good methods for compiling a tiled map. I have managed to make 36 4096x4096 images due to memory requirements that I am not meeting, and don't know how to compile them into one image.

Interested to hear any ideas
Thank you -TheHippie  :D


  • World Machine Veteran
  • ***
  • Posts: 42
  • Work hard, so you can play harder.
    • View Profile
Re: How to recompile a tiled map?
« Reply #1 on: May 10, 2017, 12:53:50 PM »
I wrote a set of stitch and split python scripts...
So I could stitch a world, then modify in photoshop
Then resplit the world into tiles.

I think at the time I was using PIL as the image library.  But I have since done similar things with OpenImageIO.

The biggest hurdle you are going to find, is how big of an image you can fit together and store or use.
- Photoshop allows for a maximum image size of 300 thousand  pixels in both width and height.
- 32bit photoshop can only handle something like a max size of 2G
- 64bit can go higher, with a PSB format you can go 300k x 300k as long as the image can be stored in 60GB (but I can't make one, because I don't have that much free scratch disk size)

It all depends on memory, file formats, image library support, etc.

But with my automation, the largest I even handled before running into issues of one kind or another was 8 x 8 x 4096, so you may be fine.
skype: hogjonny