Question: Saving Space in OE

Thanatos_820

Death is Not the End
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OE = Obect Editor

I'm currently working on an ORPG (As seen in the Member's Projects), and I'm going to ask 2 questions bout saving space with Objects in the Object Editor:

1. Since Warcraft 3 TFT's WE has those long strings such as the item ability Item Attack Bonus (+whatever) and I change it to a shorter string such as Damage (+whatever), will it save some space in the map (Even if it's a little bit or it proves to be a small difference)?

2. With the units, if I remove the tooltip and whatever, will it reduce space (Like the first question)?

I'd like to know about space with the Objects....they seem to annoy me with long strings.
 

Thanatos_820

Death is Not the End
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Yeah...it can save some space, I also got another question:

By making more and more custom objects, will it take up more Bytes than KB than modifying the ones Blizzard gives you?
 

Thanatos_820

Death is Not the End
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Thanks for the furthur information.

Okay, I collected all the information here as I needed...just learning how to save some more space and to learn more about the Object Editor :).
 

AceHart

Your Friendly Neighborhood Admin
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The difference between a new custom unit and an edited existing unit is the new unit id that is created.
Which makes for a couple bytes (single characters).

You would have to use hundreds of such units before you clearly see the difference.


Hundred custom units, compared to that one imported skin you don't really need anyway... that makes a difference.
Map space depends on imports. The rest are details.
 

Chocobo

White-Flower
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The difference between a new custom unit and an edited existing unit is the new unit id that is created.
Which makes for a couple bytes (single characters).

You would have to use hundreds of such units before you clearly see the difference.


Hundred custom units, compared to that one imported skin you don't really need anyway... that makes a difference.
Map space depends on imports. The rest are details.

Terrain is also unsignificant : A 256x256 is not so much compared to a 1 mb import.

Hundred of units will make ultra load lag :p
 

Doom-Angel

Jass User (Just started using NewGen)
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if i delete all the unit's in object editor would it save any space or they are already builded on the world editor so they don't catch any space anyway?
 

AceHart

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The usual default units the game comes with don't take any space.
Unless you edit some property, in which case the edited property will take some space.
Though, that's perfectly normal and nothing to worry about.
 

Doom-Angel

Jass User (Just started using NewGen)
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but i remeber that if u create a custom unit takes more than editing so by what u say i can create a custom unit and edit it (based on copy from a unit) and it will take the same as normal editing...
 

AceHart

Your Friendly Neighborhood Admin
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You noticed that any changed lines turn pink?
Well, every pink line needs a bit of space... regardless of default or custom.

Though the space needs for units are nothing compared to imports.
 

chovynz

We are all noobs! in different states of Noobism!
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Honestly. (lol) I asked the same questions but in all seriousness that's like asking: "Will Edam cheese give me less calories than Colby cheese, if I replace the cheese in my hamburger?" Yes. But it's not enough calories to concern yourself with. If you really want less calories chuck the meat away.

And if I am playing a map I always want tooltips. It frustrates the hell out of me when people don't do tooltips, or give so minimal info that you don't know what to do with *this* unit. Deleting tooltips "to save space" is so not worth it.
 

Thanatos_820

Death is Not the End
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I give tooltips a LOT of information, it's just the strings that bother me....such as this ability for an item called Claws of Attack +9:

Item Damage Bonus (+9)

I don't like that, I wish Blizzard reduced the strings a bit to something like this:

Damage (+9)

Now that makes a difference. I make tooltips longer than what most people do, I did Dragonhord's map for tooltips and guess what. He had a bit of information, like 1 to 2 sentences. I improved it to be more descriptive and at least tripled the string length. I like doing tooltips, but things that sound stupid make me whant to change the whole thing like from this:

A long sword but not really useful:
This is a weapon. Raises damage by 5, nothing special.

To this:

Longsword:
A sharp weapon, adds 5 to the hero's attack damage.

Oh yeah, you can see errors and stupid info like the first quote, in LOAP especially.
 
P

Peanuthead

Guest
Use MDX Squisher. Seen it on wc3campaigns.net, tool that like reduces model imports by like 20% at no quality cost.

Trade alot of objects for "virtual ones". Like say you have Lesser Gnoll, and Greater Gnoll. Just use triggers to edit Lesser Gnoll for Greater Gnoll's standards.

Its really all in the imports though. Get rid of all excess hero objects.
 

Thanatos_820

Death is Not the End
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91
I didn't question anyone about a problem with models, and I wouldn't be asking about model problems if I didn't have MDX Squisher. We're talking about string lengths here, not model size, as I said before, read the first post before posting. This is becoming irritating because nobody reads the first post and models aren't part of my problem.
 
P

Peanuthead

Guest
Ok, theres is absolutely no point in deleting strings just to save room. Good? Sorry I was puzzled at how you seem to be so low on free map space so I assumed you had imports, and MDXS is very useful but not as well known.

Strings aren't part of your problem either.
 

Thanatos_820

Death is Not the End
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Okay, as I said:

Thanatos_820 said:
Okay, I collected all the information here as I needed...just learning how to save some more space and to learn more about the Object Editor.

I already have my questions answered. Users can leech information that I've learned in this thread, so there's no point in helping in a thread that already has questions answered.
 
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