Hi Fortran,
No, I'm pretty sure this is my error. L3DT should have been be able to load the texture map, regardless of any differences in resolution between the texture and heightfield. These maps don't have to be the same size, and usually they are not*.
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L3DTio_BigBitmap::LoadMapFile error
- unsupported compression mode
This error message from the bitmap loader suggests the image data in the BMP file was compressed using RLE, Huffman, JPEG, PNG or 16-bit (565) encoding. L3DT's importer does not support these modes, only 24/32-bit colour, 256 indexed colour, or 16-bit greyscale (for heightfields only). I probably won't add support for these other (relatively rare) compression modes, but I have updated the plugin to throw more descriptive errors when such files are encountered.
I would expect that if you load the bitmap in an image editor program such as PhotoShop and then re-save it in 24-bit RGB mode, it will load correctly in L3DT.
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L3DTio_FI::LoadMapFile error
- Error loading image
The error message from the JPEG loader is less descriptive, but what it means is that the image was too large to load into a single contiguous block of memory. The 3rd party image library used by the JPG/PNG plugin attempts to load the whole image into a single block of memory, and this will fail if the operating system doesn't have a sufficiently large contiguous block of memory available due to memory exhaustion or fragmentation. To fix this I need to write my own JPEG loader that uses non-contiguous memory, as was done with the bitmap plugin. This is on the dev plan.
Cheerio,
Aaron.
* However, if you want to view the terrain in the 3D viewer you should ensure that the texture/heightfield size ratio is an integral power of two (1, 2, 4, 8, etc.)