Pixel wise how big is the map you are trying make?
I think it showed 8.3k and one of 3.2k or something.
I know that’s a ton, but I’m not sure how I can do it most efficiently in all honesty
So I got two potential solutions for you.
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Subdivide the map into 4 pieces (or more) individually render them and stitch those images together in photoshop
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Manually throttle your render by running less clients. Your crashes is pretty obviously a memory issue. What I suspect is happening your clients are sending data to the server slightly than the server can offload that data to the external program, leading to a backlog of pixel data that eventually crashes studio.
Let me know if you have any more questions/ If this works.
Thanks for the advice!! Will make sure to check that out.
Mind if I add you on Discord, perhaps?
Sure its reteach#0022
Obligatory thirty characters
Since Roblox Studio is now 64-bit does this make any changes to this system? Or has any optimisations been made to make use of this feature?
64-bit studio has negligible impact on performance per client and really only affects memory. To increase render performance you can run more clients and/or overclock your computer as its CPU based. No optimizations can really be made as far as i’m aware in regard to changing the plugin.
You can also decrease render times by shortening the “RayLength” in the plugin widget window to only what you need.
Hey, I want to change the timeout but will this code inside of the server script will just do?
if (tick()-Time) > 10 then --TIMEOUT OF 10 SECONDS (IF THE SERVER DOESNT RECIEVE THE LINE DATA WITHIN 10 SECONDS IT WILL REASSSIGN THE LINE(S))
print("LINE FAIL ".. LastLineAssigned)
LastLineAssigned = ((-(LinesPerAssign-1))-(LinesPerAssign))+(A*LinesPerAssign) -- RESET ASSIGN LINE TO FAIL LINE
Time = tick()
end
Yep just change value there and you’ll be good.
Can you add texture support? I’d like to export map with textured trees but now i have these ugly squares
If that’s a CSG or a MeshPart then you’ll need to change your collision fidelity to default.
I followed all the instructions correctly and the map was just a 100x100 black photo.
Black means is the default color when the ray does not hit anything. Make sure you are actually aiming at your map and adjusting the ray length to compensate.
Can you be more specific on what the ray level would be appropriate as?
Should it be a Y where you can see the full map looking down?
No the Y height should at minimum one stud above the tallest point in the map
The ray length should be 1 stud lower than the lowest point on the map or
RayLength = (HighestPoint + 1) - (LowestPoint -1)
Would it be possible to ignore transparent parts?
The most performative thing would be to just make a copy of the map and just run a loop through all your base parts and remove transparent ones.
Those error messages are not related to RoRender.
Hello my game is so big it takes so long to render it, would turning the pixels per stud work better, with my current map the x Pixels are 37000 or so, here are some screenshots, and problems i have as Ro render is very confusing.
Problems
- Sometimes i get a completely black png
- Take so long to render a large map
- Nothing in the plugin makes sense
Screenshots
This one is weird
This one is weird too
A close up of rocks?
Very close up water…
Black image…
And a working render of a part of my map, i don’t know how this one worked.