Dnlson889 Posted June 22, 2014 Posted June 22, 2014 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? Quote
UndertakerWLF Posted June 23, 2014 Posted June 23, 2014 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) Quote
Dnlson889 Posted June 24, 2014 Author Posted June 24, 2014 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" Quote
UndertakerWLF Posted June 24, 2014 Posted June 24, 2014 Hmmm are you saving the DXT number and Mip Maps correctly? what texture are you editing? Quote
Dnlson889 Posted June 24, 2014 Author Posted June 24, 2014 Booker T's texture from SVR 2008, it was DXT5 under 12 mipmaps. Quote
UndertakerWLF Posted June 24, 2014 Posted June 24, 2014 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? Quote
Dnlson889 Posted June 24, 2014 Author Posted June 24, 2014 (edited) Sure. Edited June 24, 2014 by Dnlson889 Quote
IamCrazyPT Posted June 24, 2014 Posted June 24, 2014 The dimensions of the image must be wrong. What are the dimensions of the image? Quote
Dnlson889 Posted June 24, 2014 Author Posted June 24, 2014 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 Quote
UndertakerWLF Posted June 25, 2014 Posted June 25, 2014 Set it to generate and it will generate 12 mipmaps. Quote
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