Page 1 of 1

TEXmanager and mipmaps

Posted: Wed Aug 05, 2015 7:26 pm
by KingAndy
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?

Posted: Wed Aug 05, 2015 8:51 pm
by Franch88
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.

Posted: Wed Aug 05, 2015 8:51 pm
by BIGzee
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 ?

Posted: Wed Aug 05, 2015 9:07 pm
by KingAndy
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.

Posted: Thu Apr 14, 2016 11:52 pm
by aaro4130
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