Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Cant figure out why my map is 3mb
Cant figure out why my map is 3mb
Dec 14 2009, 9:51 am
By: Rain  

Dec 14 2009, 9:51 am Rain Post #1



I finished a trailer for a map that I'm working on. It contains a wav file which I compressed to 301kb, a mission briefing, and a few simple "move to beacon read some text" triggers. What I cant figure out is why the map when saved comes in at about 3mb. Any ideas?



None.

Dec 14 2009, 12:33 pm rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

a) post map
b) open it in winmpq and see if there's any extra wavs in there.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Dec 14 2009, 5:26 pm CecilSunkure Post #3



Sometimes when you delete a wav from a map, the "identifier string" is deleted, but not the actual wav, this could be happening to you. This makes it so you won't see any wavs in your sound file list, and you can't use the wav in triggering, but it is still apart of your map. I have no idea how to fix this, and it has happened to me before, and I don't know if this has been patched in the recent versions.

I can suggest that you copy all your triggers into a new map, copy all the terrain to the new map, all doodads//sprites//units onto the new map, and then work from there.

You might also try loading up an older version of your map from your backup database.

You can also try deleting all your wavs, and then reopening your wavs into your map.

Post up your map, it might be some other problem.



None.

Dec 14 2009, 7:44 pm Rain Post #4



downloaded winmpq cant figure out how to check my map.
here's the link: http://www.megaupload.com/?d=ANNG0RX5
sorry it's from another site. if i could post it here i wouldn't be in this problem to begin with.
--edit--
actually i just noticed that the wav file isnt working anymore after i had compressed it. great.
:here's the old version (wav file uncompressed and uncut): http://www.megaupload.com/?d=K7CZG9D4

Post has been edited 1 time(s), last time on Dec 14 2009, 8:03 pm by Rain.



None.

Dec 14 2009, 8:06 pm Cinolt Post #5



According to WinMPQ,
~unknowns\unknown_00000140 was 3701KB
staredit\scenario.chk was 784KB
staredit\wav\aviatorsoul1-0001.wav was 321KB

Looked like the unknown part was the problem, so I removed it and saved the map as a new file. The .wav didn't play for me in the original, so I assumed it was okay if it didn't play in the new one.

Edit: The .wav isn't even attached for some reason, use the latest SCMDraft and attach a .wav on it again.

Attachments:
TheKingsLandTrailerv1.0 fix.scx
Hits: 2 Size: 105.31kb

Post has been edited 1 time(s), last time on Dec 14 2009, 8:19 pm by yoonkwun.



None.

Dec 14 2009, 9:43 pm rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

It's a good thing you didn't upload here, you only have a very small amount of space.

WinMPQ is essentially like winrar/winzip but for starcraft/other blizzard files. It's useful for various reasons to advanced mapmakers, but really useful for modders and the like. An scm/scx file is simply a scenario.chk file (the actual uncompressed map) and any wavs you have in the map. You can use winmpq to figure out the compression ratio of your wav files (mpq for SC will compress 16 bit wav files) without importing them into your map. 16 bit, 8000 Hz is pretty much the smallest you can go without being painfully bad, 11000 Hz will be much better quality, though. Even though I can't easily tell the difference between 8 bit and 16 bit audio, 16 bit audio compresses at more than 50% ratio, while 8 bit doesn't compress at all. Also, make sure you use mono.

As yoonkwun posted, you have 3 files in there, the scenario.chk and the wav file are meant to be there. However, that unknown file is probably a remnant of removing an old wav file or something.

That 36 MB wav file is obviously a bad idea, but if you drop it down to 11025 Hz mono, it comes out to 4.6 MB uncompressed, and 1.6 MB in the map. You can see about cutting out 2 minutes or so of the music, and it will probably be around 500 kB. That's still a lot to download, unfortunately.

Post has been edited 1 time(s), last time on Dec 14 2009, 9:50 pm by rockz.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Dec 14 2009, 10:41 pm Kenoli Post #7



Quote
it will probably be around 500 kB. That's still a lot to download, unfortunately.
That's like a minuscule little nothing.



None.

Dec 14 2009, 11:01 pm rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

Just going off what an awful lot of people have said.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Dec 14 2009, 11:44 pm Kenoli Post #9



The results of that pole don't really help your position.
Apparently most people are fine with hosting maps up to twenty times as large.

PS but downloading a map on battle.net is just about to slowest way you could ever hope to acquire one, so those people are crazy.



None.

Dec 15 2009, 2:50 am Decency Post #10



20% now means most.

500 kb is a lot to handle for an average b-net map, most are sub 100 kb so the more compression where you can still get decent quality on the .wav, use it.



None.

Dec 15 2009, 9:32 am Rain Post #11



thanks for the help guys. I'm installing visual basic right now so that I can use winmpq. I cut down the wav file to 1min 20sec and left it uncompressed. I'll play around with compression and putting it onto the map tomorrow :)
If everything goes well I'll release more details about the actual map soon.



None.

Dec 15 2009, 3:39 pm Heinermann Post #12

SDE, BWAPI owner, hacker.

You don't need Visual Basic.
WinMPQ is its own application.




Dec 15 2009, 7:33 pm Rain Post #13



really? i tried dl'ing it from the database and when I try to run it it's missing some visual basic dll files so I checked the description and it says:

"The standard tool for MPQ viewing/editing on Starcraft modding, basically.
Created by ShadowFlare and requires VB4 runtimes and runtimes pack 3.
If you are starting to mod and you need the basic tools I recommend downloading the modding tools package "

if anyone has a link to a working copy that would be awesome. (tried downloading it off of other sites and all that turned up was arsenal III which um...isnt what im looking for I think.)

--edit--
nvm I just downloaded the .dll file and stuck it in the folder.]
--edit--
ok here's a question..once I deleted all the random audio that was making my map so huge how do i save in winmpq?

Post has been edited 2 time(s), last time on Dec 15 2009, 8:18 pm by Rain.



None.

Dec 15 2009, 8:36 pm Moose Post #14

We live in a society.

You don't save in WinMPQ. What's done is done. It's like a .ZIP.




Dec 15 2009, 9:16 pm Rain Post #15



ok so next question.. can i "unzip" and "rezip" without the 3mb file? and how would I go about doing so?



None.

Dec 15 2009, 9:20 pm NudeRaider Post #16

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

copy the map to a different file, eg. x.scx and x2.scx
open x2.scx and delete the 3mb file.




Dec 16 2009, 2:46 am Heinermann Post #17

SDE, BWAPI owner, hacker.

When you delete the file, the MPQ is automatically updated with the changes. Also make sure to "compact" your archive.




Dec 17 2009, 3:45 am Rain Post #18



i'm right-clicking on the 3mb file then hitting delete then compressing and when i do that the 3mb file re-appears. *dies* thanks for being patient with me guys im new to this type of thing.



None.

Dec 17 2009, 4:28 am rockz Post #19

ᴄʜᴇᴇsᴇ ɪᴛ!

Hmm, I'm having the same problem as you. Deleting the file doesn't update the archive at all. FYI, the file is the mp3 version of the song. You must have uploaded it into the map somehow. Create a new archive, and only copy scenario.chk and the wav file into it.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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