A post by Andrew Meggs on the Futuremyth forum shed new light on techniques being used to reduce Myth III data file sizes:
1) built-in jpeg compression on all map art files2) 3D units have a single texture image instead of numerous sprite pictures showing each frame of animation in each angle, and again with the JPEG compression
3) skeletal animation means only key frames for bones need be stored, rather than storing a snapshot of each vertex position at each frame
Good news for those concerned about the feasibility of distributing 3rd-party creations online.
- Forum: Re: Third party maps for M-3