As a general rule, JPG really should only be used for photo-like images.
If you have text or line art (which most games do), you are usually better
off with PNG format images.
This would potentially also help if the counters are fuzzy, as the JPEG
compression will often leave artifacts arounds text or lines.
That said, Joel is probably right that you don’t an image file quite that
big.
PNG would always be my preference as well, but my comments were strictly limited to the finding that making the map into a JPG for some reason allowed tiling to occur and the module could be opened without crashing.
It’s a new month. The requested l’Epee de Anthon.vmod is still loaded
to my DropBox account. I had hoped it would have been reviewed to find
out why it continues to cease loading at 23% and reveal a “Socket
Error”.
I’m looking at it now.
The problem is that “Anthon Map RESIZED.PNG” requires more RAM for tiling
than the tiler is being given.
How much physical RAM does your machine have?
Regardless of the solution to the problem, I suggest downscaling this
map image. It’s a 10x15 hex grid. At 25% zoom, I can already see the
dots from the four-color printing, which normally one does not see with
the naked eye unless you look very closely. If you rescaled the map to
25% with a good scaling algorithm (like Lanczos/Sinc) you’d have a map
that both avoids the problem and looks better.