TEXmanager and mipmaps
- KingAndy
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TEXmanager and mipmaps
Here's a quick question: when using TEXmanager to convert .tga textures into .tex textures, does the mipmap option changes anything in the textures quality? I mean, if I select just one mipmap for a texture, it will have lower quality than if I choose the max number of mipmaps?
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- Franch88
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The mipmap levels for the textures in TEX format is really important, otherwise there will be visibility issues in-game if the lower ones are missing and vice versa. So, check always all the low, medium and high levels, or until you can in case of small textures.
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- KingAndy
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Thanks Franch, I wasn't sure about that so I'll convert everything to .tex and keep the mipmaps at max.
A lot of textures of it are new textures, but I decided to make everything as .tex.
My mod replaces some of the default textures, and in this case they must be in .tex format. MM2 engine can recognize .tex, .tga and .bmp files but in case 2 textures with the same name but different formats exist on the directory, it will prefer the format according to the order I said them (first .tex, if not then .tga, if not then .bmp). I guess this was found by Aaro4130.I thought MM2 didn't support mipmaps . And in the HD mod, was it necessary to convert .tga files to .tex, inorder to work ?
A lot of textures of it are new textures, but I decided to make everything as .tex.
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I know this is old, but I missed it. TEX naturally supports mipmaps, theoretically any amount of them. Also, like KingAndy said, MM2 searches for textures in the order of TEX>TGA>BMP>ACT/RAW
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