TEXmanager and mipmaps

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KingAndy
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TEXmanager and mipmaps

Postby KingAndy » Wed Aug 05, 2015 7:26 pm

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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Postby Franch88 » Wed Aug 05, 2015 8:51 pm

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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Postby BIGzee » Wed Aug 05, 2015 8:51 pm

I thought MM2 didn't support mipmaps :roll:. And in the HD mod, was it necessary to convert .tga files to .tex, inorder to work ?
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Postby KingAndy » Wed Aug 05, 2015 9:07 pm

Thanks Franch, I wasn't sure about that so I'll convert everything to .tex and keep the mipmaps at max.
I thought MM2 didn't support mipmaps :roll:. And in the HD mod, was it necessary to convert .tga files to .tex, inorder to work ?
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.

A lot of textures of it are new textures, but I decided to make everything as .tex.
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Postby aaro4130 » Thu Apr 14, 2016 11:52 pm

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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