DXT compression for textures uses 8 or 16 bytes per pixel, so the total number of bytes in a mipmap level will also be a power of 2. Blacksmith (as of v1.8) displays and saves only _TopMip_0 if it's available or all of the mips from the texture map.īecause the dimensions of textures are always powers of 2 in the game, there's a helpful mathematical property to be aware of. Resorep should export the 3 textures as separate files as it encounters them. They correspond to the Texture Detail graphics setting and have names suffixed with _TopMip_1 for Medium detail and _TopMip_0 for High. Many textures also include 2 additional COMPILED_MIP assets having one higher-resolution mipmap each. Texture maps store multiple mipmap levels one after another from largest to smallest, exactly as in the DDS file format. In Odyssey, every texture has a base asset of type TEXTURE_MAP with a unique FileID and name. Otherwise, players will see your texture change depending on how close or far away from it they are. #010 EDITOR CONVERT STRING MOD#Your mod will need to replace your target texture at every mipmap level. Zooming in and out on every texture as you move around the game world would get very computationally expensive, so textures are resized ahead of time at the expense of a little texture memory: . In the 010 template, the mipmap data starts immediately after the last header byte.
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