
Fuzznut
Joined: Dec 25, 2010
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Posted: Sep 22, 2011 10:25 PM
Msg. 1 of 9
When i try to export my level from 3DS Max using the Bluestreak JMS Exporter i get an error that says "-- Runtime Error: Out of Scripter Memory - Use options to increase" i don't know what this means can someone please help me if they have a solution
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Nevermind i finally got blitzkreig to work but now when i try to compile my bitmaps it says for 2 of the bitmaps skipping bitmap with non power of two dimensions
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i still get the bitmap error for 2 of my bitmaps the other 2 work but when i open my scenario in sapien it just quits is this because of the bitmaps? Edited by Fuzznut on Sep 22, 2011 at 11:30 PM
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NOBLE_X6
Joined: Jun 11, 2011
:PCtrolling:
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Posted: Sep 23, 2011 07:40 PM
Msg. 2 of 9
oh godl.
you need format computer, because blitzkreig is !****!
remake the model, just the model re-run the script
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Sep 23, 2011 07:47 PM
Msg. 3 of 9
Quote: --- Original message by: NOBLE_X6 oh godl.
you need format computer, because blitzkreig is !****!
remake the model, just the model re-run the script You there, you don't know what you're talking about .Power of 2, the bitmap sizes must be in a power of 2, I don't have to explain anymore since you learned this in math. Hopefully someone else kind enough will do it for me.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 23, 2011 07:58 PM
Msg. 4 of 9
bitmap must be power of 2, example, 16*16 Edited by Spartan314 on Sep 23, 2011 at 08:01 PM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Sep 23, 2011 08:46 PM
Msg. 5 of 9
your .tiff must be like this. 64x64 128x64 64x128 128x128 256x128 128x256 256x256 512x256 256x512 512x512 1024x512 512x1024 1024x1024 and so on, but only up to 2048. and less than that if it is compresses as 32 bit colour. Edited by Maniac1000 on Sep 23, 2011 at 08:47 PM
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Sprinkle
Joined: Jan 3, 2010
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Posted: Sep 24, 2011 06:51 PM
Msg. 6 of 9
It needs to be a power of 2 to generate mipmaps. Bungie created their own mipmap levels for some bitmaps, for example the ghost/banshee detail bitmap. The base bitmap is the detail map, than every other mipmap level are just gray. This creates the effect that when you are far away the ghost looks smooth and shiny, but when you get up close you can see all the little detail.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Sep 24, 2011 11:38 PM
Msg. 7 of 9
Quote: --- Original message by: Sprinkle It needs to be a power of 2 to generate mipmaps. Bungie created their own mipmap levels for some bitmaps, for example the ghost/banshee detail bitmap. The base bitmap is the detail map, than every other mipmap level are just gray. This creates the effect that when you are far away the ghost looks smooth and shiny, but when you get up close you can see all the little detail. Therefore reducing lag.
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NOBLE_X6
Joined: Jun 11, 2011
:PCtrolling:
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Posted: Sep 29, 2011 08:32 PM
Msg. 8 of 9
Quote: --- Original message by: XlzQwerty1Quote: --- Original message by: NOBLE_X6 oh godl.
you need format computer, because blitzkreig is !****!
remake the model, just the model re-run the script You there, you don't know what you're talking about .Power of 2, the bitmap sizes must be in a power of 2, I don't have to explain anymore since you learned this in math. Hopefully someone else kind enough will do it for me. ummm i was saying the first error not the second,third
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Sep 29, 2011 08:34 PM
Msg. 9 of 9
Quote: --- Original message by: NOBLE_X6Quote: --- Original message by: XlzQwerty1Quote: --- Original message by: NOBLE_X6 oh godl.
you need format computer, because blitzkreig is !****!
remake the model, just the model re-run the script You there, you don't know what you're talking about .Power of 2, the bitmap sizes must be in a power of 2, I don't have to explain anymore since you learned this in math. Hopefully someone else kind enough will do it for me. ummm i was saying the first error not the second,third Exactly what I meant by what I just said before.
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