As mentioned before this of course only would work when there is some kind of evaluation which texture size is appropiate. a 4096x4096 budget you have to check if you still do or if you'd already be in the range that needs additional space i.e. Being able to have a look at that is what I am asking for now because if you - as you said - want to keep everything in e.g. This was handy because you could see how much space on that 2048x2048 texture was still blank so you had an idea if certain bitmaps would still fit on it or not. Right now the /t command only gives me an error that the "setup script does not exist at the current location". Is it just the maximum the GPU can provide now? I still know that back in the days of like engine version 82 you could run Spring.exe with I think a /t command and this would save two atlas images: The 3do atlas on the one hand and the bitmap atlas on the other hand. The question is what decides the texture size chosen for the atlas. I just realized that this might not be possible anymore though. What I wanted to be able to check though is the actual size of the atlas in terms of my bitmaps on it.
![maximum size for total annihilation maps maximum size for total annihilation maps](https://www.hawc-observatory.org/img/HAWC_HESS_GP.png)
So if a game developer wants to check the atlas size used what would be the recent command / way to do this?
![maximum size for total annihilation maps maximum size for total annihilation maps](https://venturebeat.com/wp-content/uploads/2020/02/1_cZ0XKZn5O09e_ZgM5_DiRA.jpeg)
While that's already pretty old I think this is something to keep in mind if there is the wish for support of older graphics cards. I'd be rather cautious to use anything bigger 8192x8192 as iirc 16k texture support came with the DX11 feature set which would be the HD5000 and GTX 400 series. Knowing about the atlas sizes used has some importance for compatibility in my opinion. It once was possible to run Spring.exe with the /t command to export the texture atlases but it seems that this doesn't work anymore. So the texture atlas still is restricted to just one atlas texture? I'm asking this to be sure about the total space that now is used for the bitmap atlas. So I have some questions now: I saw the maximumValue(32768) change so I guess that is the upper limit for the texture dimension now (coming with 105 I guess)? At least if the GPU is able to handle such sizes that is. I did a search if something has changed about this and was happy to see this: Back then there was a limit of a 2048x2048 texture for the bitmap atlas which stopped me from importing some more extensive sprite animation sequences.
![maximum size for total annihilation maps maximum size for total annihilation maps](https://www.gry-online.pl/galeria/html/pliki/468199703.jpg)
#MAXIMUM SIZE FOR TOTAL ANNIHILATION MAPS MOD#
I have a question which came up during my work to get my old mod Maximum Annihilation running with the latest engine version again.