
NeX
Joined: Apr 11, 2013
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Posted: Dec 23, 2014 12:33 AM
Msg. 1 of 5
I'm trying to compile a bitmap that is 2048x2048 at 32bit color for a skydome, but tool repeatedly spits this error out at me:
failed to add bitmap to group (tag resize failed)
it will compile fine as a 16bit color (large file size I know, but this is mainly as an experiment), but refuses to compile at 32-bit color. I've tried deleting the tag, recompiling, etc. The next thing I'm going to try is injecting the image via HMT at the end-of-file for the bitmaps.map file, then extracting using HEK+ to get the bitmap that way, but that's hacky, and won't give as good of quality as simply compiling with tool. I've also tried using tool++ and toolpro just in case, but no luck.
Is there some trick to this? The map Mystic has a 32-bit color sky panoramic image at 4096x1024, which should be the same size on disk as this image I'm trying to create, but I've never been able to recreate this. How was that created? Is tool just being a bitch? Is there any way you guys know of to get around this stupid, arbitrary hurdle? I know it can be done, it obviously has before, the question is just....how?
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Dec 23, 2014 07:42 AM
Msg. 2 of 5
Quote: --- Original message by: Mootjuh I've learned the amount of color data has something to do with this. If the bitmap mostly consists of one solid color, it will let you through. I'd say reduce the resolution.
Also if it's a bitmap used in a BSP you should not use 32-bit. Every object placed on geometry using a shader with that bitmap will have a strange shade of blue on them. I'm trying to in game h2 blood splats to finish my tag set but idk how to in game the sprites.
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NeX
Joined: Apr 11, 2013
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Posted: Dec 23, 2014 11:58 AM
Msg. 3 of 5
Quote: --- Original message by: Mootjuh I've learned the amount of color data has something to do with this. If the bitmap mostly consists of one solid color, it will let you through. I'd say reduce the resolution.
Also if it's a bitmap used in a BSP you should not use 32-bit. Every object placed on geometry using a shader with that bitmap will have a strange shade of blue on them. No, its for a skydome, so its almost mandated. Anything below 32 bit ends up having endless amounts of noise
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 27, 2014 07:38 AM
Msg. 4 of 5
Quote: --- Original message by: SGT ArroyoQuote: --- Original message by: Mootjuh I've learned the amount of color data has something to do with this. If the bitmap mostly consists of one solid color, it will let you through. I'd say reduce the resolution.
Also if it's a bitmap used in a BSP you should not use 32-bit. Every object placed on geometry using a shader with that bitmap will have a strange shade of blue on them. I'm trying to in game h2 blood splats to finish my tag set but idk how to in game the sprites. Oi! Oi! Oi! Oi! https://www.youtube.com/watch?v=szeqRzjePgI
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MrChromed
Joined: Apr 14, 2013
Developer on SPv3 and ShadowMods.
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Posted: Dec 27, 2014 09:43 AM
Msg. 5 of 5
Quote: --- Original message by: Mootjuh I've learned the amount of color data has something to do with this. If the bitmap mostly consists of one solid color, it will let you through. I'd say reduce the resolution.
Also if it's a bitmap used in a BSP you should not use 32-bit. Every object placed on geometry using a shader with that bitmap will have a strange shade of blue on them. So, that's why I'm getting blue tones in the ambient, like in the ground, or int the objects, even the ground particles. But, why?
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