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Help, I made a Map Page too big, now I can't get into my campaign, it autocrashes.

I am trying to make each Hex in my world be just 1/6th of a mile. This increases my world map by 30x (it was 1 Hex = 5 Milees before) . Now it autocrashes, and I can't even get into it. I want to be able to make there be a lot of hexes. First is there any way to resolve this since I can't get back into my campaign? Second, is there any way to make it so I can have a LOT of hexes with a map background?
I even tried the Transmogrifier, but I can only move(copy) the page in question. I don't see a way to even delete the page without getting into the campaign first, and it is my default page.
1383254838
Gid
Roll20 Team
Have you tried making a duplicate of the campaign (without the pages) then transmogrify the pages that aren't the one that's crashing your campaign into the duplicate?
Well the duplicate, it is all or nothing with the pages, correct? It is my main copy with everything up to date. So I don't mind losing that one page, but every other page is my latest version.
The Map I had the same version on another copy in Production, which if that page could get deleted, I can transmog it easy and be fine. Even in my other campaign. It seems I can't really take advantage of the grid as I had hoped. I did the math for hours in my head having it be exactly how I want it for different types of terrain, etc. This couldn't be any more of a disaster.
Wait, I see what you're saying, It should work I think.
1383259083
Gauss
Forum Champion
Please send me a join link. I will come take a look at the campaign. - Gauss
I followed what Kristin said, and I already deleted old one.
1383267326
Gauss
Forum Champion
Ahhh ok, so is everything working now then? - Gauss
I'd be interested to know the exact settings you were using for the page (e.g. page size, grid size) so I can see if I can duplicate the issue.
I had a 160 x 120 Unit Page. I then went to 4800 x 3600 unit page. Boom locked up. It seems like the amount of hexes has a lot of data it seems tied to it. I was hoping the grid wasn't that restricted of a structure. As I felt my world map wasn't that big. I essentially had it set to 160x120 units, with each hex being 5 miles. (it was a large island /continent with ocean around it. I even tried to meet it half way since I am looking for a 30x increase by trying to increase it by 5 even and it was beyond sluggish and appearing on the brink of locking up. Could it be somehow related to the map background image? (it was the only piece of data I had on that page) It is a png that is 492KB. If it is some sort of roll 20 system restriction that it can't be that big, then I have to use some counter based system and stick with each hex being 5 miles. Essentially more back end rolling without the party token moving. I was hoping I could do a roll for every 10 minutes which on a road I was going to have it be 3 hexes when moving at a fast pace. This translates to 300~feet per minute which seemed reasonable. I guess I don't know exactly how to do what I wanted. Since I didn't want to blow up the image anymore. I felt it was a good size for the amount of zoom required. I just wanted more (smaller) hexes for the given map. I'm sure you have access to my campaigns Riley, but if you want to try it out, I'll PM you invites (if that is required for you to access it). It is the World Map page (which is a slightly different version of the Travel Map page (this version just doesn't have text).
Invites sent, I can upgrade you guys to GM in the morning (or whenever after you accept invitation)
1383334490

Edited 1383338255
Gauss
Forum Champion
This appears to be a memory issue. It is my experience that a hex grid takes up more resources than a square grid but I have never tried to push a hex grid this far. When setting the hex grid to 4800x3600 the Windows Task Manager's Processes tab showed over 1,300,000 K (in Chrome) being used before it crashed. To reproduce this: Create a new page, set to Hex(V) and hit OK. Then re-open and set to 4800x3600 then hit OK. I also tested smaller sizes. At Hex(V) and 1200x900 it worked for me (barely). It also appears that Hex(H) uses more resources than Hex(V). I was not able to get Hex(H) up to 1200x900 without it crashing. I suggest the following: 1) When playing with Hex size make sure the player ribbon is NOT on the page you are playing with. This will prevent the page from being the default when/if it crashes. 2) Find a size that works for you. In my testing 600x450 seemed to work fine (not much delay) but anything approaching 1200x900 took a long time to load or caused crashes. You could cut your world map up into segments or go gridless. - Gauss
Well I want the grid to track movement in 10 minute intervals. Is the square grid really that much less? Sounds like hex v might be an option. At least I could go from 5 mile hexes to 1 mile.
1383368884
Gauss
Forum Champion
I am not sure what you mean by tracking movement in 10minute intervals. Could you explain? As for a square grid, I made a square grid of 4800x3600 and it changed almost instantly while 1200x900 Hev(V) grid took nearly 3 minutes to resolve and sometimes crashed (hence the barely). The amount of memory taken in the Windows Task Manager shows that Hex(V) takes up a lot of memory and Hex(H) takes even more. I have let the Devs know about the problem you are having. If you could explain what you are trying to do perhaps we can come up with a workable solution. Usually people do not need maps (not even world maps) that big. - Gauss
Uh, I just want world travel to be more interesting. Not just be " head West" (rolls dice). Sounds like I will have to go to square based movement for world travel. Maybe I should switch to it in general going forward? I just love the feel of hex though. Since I feel it makes sense because I think 8 is too many for a full surround where 6 makes more sense.
Thank you once again for all of your time and effort!
It does make me wonder though why hex is so much more exponentially a resource hog.
1383418362

Edited 1383418477
Gauss
Forum Champion
Hex requires a lot of mathematics, I don't know the details though. You can continue using Hex, as I stated the problem is when you use extremely large maps. I doubt most people use square maps that large let alone hex maps. As a mentioned earlier, if you describe (in detail) what you want to do with it perhaps I can help you figure out how to implement it. :) For example: You could break the map up into segments on different pages. - Gauss
Well, I didn't want to make it that complicated. Since I already am making it complicated enough as it is. I did test it out on a larger setting with squares, but right, it just doesn't work. The image (for the map) gets pixelated, and the zoom doesn't zoom out far enough, let alone the measure tool. What I want is a single map for the whole world that is navigable in 10 minute intervals. Such that even on a steep mountain (really slow), the party would at least move to a new hex every 10 minutes. I figure it would take 10 minutes to go 900 feet when travelling at a slow travel pace along steep mountains.
1383443888
Gauss
Forum Champion
I am still not sure what "10 minute intervals" means. Do you mean that every 10 minutes you switch to the map and move your players? Regarding Squares vs Hex, there should be no difference in the image you are using. The image will be a specific number of pixels in height and width. When you go over the maximum size of your image then you get pixelation. Example: I have a 1400x910 pixel image. At Roll20's base grid size (70x70 pixels) that is going to be a 20x13 square image. However, I can make it larger. If I make it larger than 20x13 squares it is going to get pixelated. How badly it gets pixelated will depend on how badly I enlarge it. If you want, we can make an appointment so I can come in and try to get a better idea of what you are trying to do. - Gauss