Moderators: GSH , Ultraken
Huib-Bloodstone
Rattler
Posts: 92 Joined: Fri Feb 18, 2011 10:36 pm
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by Huib-Bloodstone » Mon Apr 23, 2012 3:41 pm
Hello,
I get error invalid size 256x257 error on AI maps.. i started playing bz1 again after the latest release
This might be a commen problem but i couldn't find any info on it.
Any fix for this except going back to the original bz1
Error on AI maps are gone, it just crashes a lot
Nielk1
Flying Mauler
Posts: 2991 Joined: Fri Feb 18, 2011 10:35 pm
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by Nielk1 » Mon Apr 23, 2012 8:09 pm
How did the map get an extra bit in the first place is my question.
Huib-Bloodstone
Rattler
Posts: 92 Joined: Fri Feb 18, 2011 10:36 pm
Post
by Huib-Bloodstone » Wed Apr 25, 2012 9:33 pm
Installing AI Map Mars_03_Fun seems to fail, it overwrites aspilo00.MAP and thats were the error comes from.
Try not to overwrite it when asked..
General BlackDragon
Flying Mauler
Posts: 2408 Joined: Sat Feb 19, 2011 6:37 am
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by General BlackDragon » Wed Apr 25, 2012 9:51 pm
it gives a map size error because it overwrites an existing texture?
Sorry, but that makes as much sense as saying that your left sock smells because you wear an ear ring.
Ded10c
Recycler
Posts: 3815 Joined: Sun Feb 20, 2011 11:05 am
Location: Stoke-on-Trent
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by Ded10c » Wed Apr 25, 2012 10:08 pm
Seatbelts and sparkplugs.
Zax
Attila
Posts: 1388 Joined: Sat Feb 19, 2011 6:56 am
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by Zax » Wed Apr 25, 2012 11:15 pm
delete the texture then and it will get the default from the zfs.
Apollo
Sabre
Posts: 456 Joined: Sat Feb 19, 2011 9:51 pm
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by Apollo » Tue May 01, 2012 9:46 am
Textures for Bz must be a power of two and square.
256
128
64
32
ScrapPool
Sober Scav
Posts: 24 Joined: Wed Jul 20, 2011 8:47 am
Post
by ScrapPool » Sun May 20, 2012 9:52 pm
Copy-overwriting with the TRO sprite tables seems to fix this for some reason, too. Might as well be magic to me though, I have no idea how it works...
Ultraken
Patch Creator
Posts: 373 Joined: Fri Feb 18, 2011 6:06 pm
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by Ultraken » Thu May 31, 2012 5:16 pm
1.5.1.9 is much more tolerant about texture size but it's still good form to ensure that textures are at least power-of-two if not square. GPUs have supported non-square textures for years, but many only support non-power-of-two textures with no mipmaps (typically HUD/UI). Unless a texture has unusual UV wrapping requirements, it's best to pack non-square and non-power-of-two textures into a texture sheet.