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Need Help Finding MipMaps From Texture


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Posted

I was following UndertakerWLF's tutorial on texture editing, but when I open the original color.dds in hex editor, where the number of mipmaps should be, I see characters like 0C or 0B, and not an actual number. Am I doing something wrong?

Posted

Your reading the hex entries

 

0B is 11

0C is 12

 

so that would be 11 mip maps and 12 mip maps. If the space was empty it would mean there are no mip maps involved.

 

Remember when you read hex you will need to translate it to a binary (number)

Posted

I'm using NVIDIA's DDS Plugin for Photoshop but whenever I try to save it I get an error message saying, "Image width and height must be multiple of four"

Posted

Hmmm are you saving the DXT number and Mip Maps correctly? what texture are you editing?

Posted

Booker T's texture from SVR 2008, it was DXT5 under 12 mipmaps.

Posted

It worked for me when I tested it out this morning, DXT5 Interpolated and 12 mipmaps, can you post a screen cap of the settings your using?

Posted (edited)

Sure.

 

epp3xg.jpg

Edited by Dnlson889
Posted

The dimensions of the image must be wrong.

What are the dimensions of the image?

Posted

select generate mipmaps

 

Shouldn't the mipmaps be 12 though?

 

The dimensions of the image must be wrong.

What are the dimensions of the image?

 

Standard texture size, 2048 x 1024

Posted

Set it to generate and it will generate 12 mipmaps.

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