I found out that there is a cap of 8192x8192 for most directx and standard software rendering (DirectX 10 does not have this limitation but doing directx10 only would cause alot of issues for most who are still on XP and under). This is not a issue for the current images, but when using more then 36 rotations, you will get there with the large images if you want a very smooth rotation.
I adjusted the bitmap system to support rows as well. This way you can do something like this (SCALED DOWN SO IT DOESN'T TAKE UP MUCH ROOM):

FULL SIZE:
http://img237.imageshack.us/img237/4748/sftdn.pngAnd in the BMP designs, we have nR (number of rows) and nC (number of columns) instead of nF (number of frames). Which works out well.
* class race name file nR nC Sz seqT tc alpha
* ---------------------------------------------------------------------------
ship [race] Dreadnought[nr] sf-[r]-dn 45 4 64 spin 0 100
Note: This system is customizable, you don't need to use columns still. You can use the images in one column like the current 1.4.0 system is, or you can have X amount of rows. I believe you can ever do a system where it uses only columns instead of rows (not tested) but can help if your ripping images for example, from subspace, which uses there images column wise instead of row wise (I believe).
Overall its probably a bit cleaner too, and looks nicer, and you get to use 8192^8192 for space instead so you should be ok now.. Just relaying this to people who 'started' making higher rotation images in preparation..
