Yes. It looks like that SL forum thread was spawned by someone who saw my comment here. There is a list of all the posible ratios on there, you probably saw it. I also have a cilpping of the code the determins how many verts a map gets in X and Y depending on its resolution. I will paste it below. I got it from Qarl Linden at his weekly office hours that are every firday at 11:00 SL time, if you would like to attend. The Max user community is not well represented there. Or you can always get info through me, im there most weeks. Feel free to contact me in world and ill help any way i can. Im an experienced programer but Maxscript is a new language to me so it would take me a while to get up to speed on the functions and syntax. Ive looked at the SculptGenMax code and cant quite understand how all of it works.
BTW, thanks for all your work on SculptGenMax! =)
void sculpt_calc_mesh_resolution(U16 width, U16 height, U8 type, F32 detail, S32& s, S32& t)
{
S32 vertices = sculpt_sides(detail);
F32 ratio;
if ((width == 0) || (height == 0))
ratio = 1.f;
else
ratio = (F32) width / (F32) height;
s = (S32)(vertices / fsqrtf(ratio));
s = llmax(s, 3); // no degenerate sizes, please
t = vertices * vertices / s;
t = llmax(t, 3); // no degenerate sizes, please
s = vertices * vertices / t;
}