It really should be possible, yes.
You can check your editor logs to see if it output any hint as to why it failed.
And/or you can perhaps share the image with us here so we can try it out.
Thanks!
I don’t know why it takes so long, but we’ll take a look!
Note, when we read in the data, it’s in raw rgba format, so it becomes 1638420484 = 128mb.
It’s worth remembering when shipping as you’ll likely want to use texture profiles (compression) for the image.
will this problem be fixed?
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Well, the problem is that this image is 15000 pixels wide and 1500 pixels tall. When a texture is generated it will be updated to the nearest power of two in size. This means that the image will be 16384x2048 pixels. This is a large texture, or 1638420484=134MB in size to be more precise, and to this mip maps should also be added, so we are looking at a texture close to 180MB.
I don’t think it is the size of the image itself that is a problem, rather the fact that it will be used as a tilesource with padding and margins and this seems to crash the editor. There are two solutions:
- Cut up the image and use only a subset of the image
- Trim away the excessive transparency between the images to reduce the size
I take that back. There are three solutions:
- Cut up the image and use only a subset of the image
- Trim away the excessive transparency between the images to reduce the size
- Set the width and height of the tiles in the tilesource to 160 x 160 and then set the image. This will not overload the editor and it will manage to create the tiles with the padding etc.
I chose the third option, although it’s a bit slow. thanks
The latest version loads much faster!! I didn’t expect it to be resolved so quickly. This is a great community!!
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