Tool Bitmaps?!

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Waverunner





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Tool Bitmaps?!

Post by Waverunner »

I made this site super quick just to get this picture on it so I can show u guys it. I know its not a pretty site, son't rub it in my face!

GMAX

What did I do wrong? Everytime I try to make tool make bitmaps tags, it says this - ### malevolence_ground.tif
skipping bitmap with non-power-of-two dimensions (#600x#600#1)

Couldn't read map file './toolbeta.map'


Thanks for all ur guys help so far!
Waverunner





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Post by Waverunner »

let me try to get the picture right here -

Image

*Crosses fingers it goes on*
Waverunner





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Post by Waverunner »

yes it went on!

Ok - whats wrong people? someone please help!!!!!!!
Tanasoo




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Post by Tanasoo »

That means...Well, READ the error... ### malevolence_ground.tif
skipping bitmap with non-power-of-two dimensions (#600x#600#1)
This ALL of the images you put into halo (or most games) the pixel size (in your case 600x600) MUST be a power of two IE. 2x2 4x4 8x8 16x16 32x32 64x64 128x128 256x256 512x512 1024x1024 2048x2048 4096x4096 8192x8192 16348x16348 32768x32768 65535x65536 131072x131072... ehhh I think you get the point :wink:

Also, (not sure if halo allows this, some engines I worked with don't) you might be able to "mix" numbers, IE. 512x256 64x256 ect... for the most pare, unless your map is not square, try to keep your textures square.

In case you don't know, and you happen to be an owner of Photoshop (all I know how to work :? ), just click the "image" tab then "image size" and then type in 512x512 (I would suggest this size because you will keep the quality fairly high on your small map and still keep the image size down)
But most image editing programs should be pretty straight forward on that :wink:

Good luck
Waverunner





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Post by Waverunner »

OH!!!!!!

So thats why the guy in the tutorial had dimensions of 512 by 512!!!!! I'm was like - why don't u just do 500 by 500?!??!?!?!

Thanks a lot!!!
343Halo




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Post by 343Halo »

Tanasoo wrote:Also, (not sure if halo allows this, some engines I worked with don't) you might be able to "mix" numbers, IE. 512x256 64x256 ect... for the most pare, unless your map is not square, try to keep your textures square.
yes you can mix the #'s for the textures as long as they are a power of 2 so an example is you could have a bitmap with the dimensions or 1024x64 or someting along those lines.
Image
Waverunner





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Post by Waverunner »

very very cool

but then if u did a 512 by 64 map then ur skybox would need to be equivalent to those dimensions so it doesn't get distorted - am i right?

thx alot guys
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Post by BednarcikPunk »

i dont know much about ools or anything but i know the most common deminsions are 512x512 :wink:
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Waverunner





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Post by Waverunner »

lol true

u should always try to keep it simple #1 rule lol
343Halo




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Post by 343Halo »

ummm it doesn't matter what your dimensions in max are because the uvmapping and/or unwrap uvw modifiers do not distort the pictures if you use them right.
Image
Waverunner





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Post by Waverunner »

oh ok

thx
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