M̶i̶n̶i̶m̶a̶p̶ ̶C̶r̶e̶a̶t̶o̶r̶ ̶[̶R̶o̶R̶e̶n̶d̶e̶r̶]̶ DEPRECATED

Open the java program hit start server

Then copy/pasta this into browser bar
http://localhost:8080/requests

Tell me what you see

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“Request Received”

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Well in that case I have no idea.

That message means everything is working the way it should be.

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Problem ended up being the pixel size being too large, for anyone else experiencing this.

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Shouldn’t it be StudsPerPixel rather than PixelsPerStud?

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Yes… Whoops :sweat_smile:

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I keep getting Line 1 failing

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Thats actually line -1 failing, Its been quite a few months since I looked at it so I don’t remember off the top of my head why it starts at -1 but it does not effect your image and should continue rendering the rest of the image.

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Just rendered my Battle Royale map with the plugin. Thank you so much for the plugin! <3

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Mind posting?

Its always really cool how they turn out/

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I overwrote the original image but here’s a lightly edited version.

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I have added some more functionality to this plugin as you can find here: Widgeon X RoRender Minimap Creator - Roblox

Added drag handles, super sampling, water render toggle, performance upgrades and more:

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Hey guys :slight_smile:
I know this is quite a bump, but I have a question:

Even running it in Play Solo lags it all so I fear the worst when I’d do 6 clients (because my PC has 6 cores).
I’d really like to make a minimap for my game Legend of the Eldritch, but I don’t want to fry my PC doing so. Is there an alternative approach that I could do, other than drawing it myself?
The map I have is supposed to be very large too.

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Pixel wise how big is the map you are trying make?

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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 :sweat_smile:

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So I got two potential solutions for you.

  1. Subdivide the map into 4 pieces (or more) individually render them and stitch those images together in photoshop

  2. 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.

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Thanks for the advice!! Will make sure to check that out. :slight_smile:
Mind if I add you on Discord, perhaps?

Sure its reteach#0022

Obligatory thirty characters

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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?

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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.

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