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Old 01-11-19, 11:23 AM   #20
gap
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Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by Badileus View Post
thanks for your reply. Here is the other dds-file:

https://www.dropbox.com/s/pxyzpos1as...R8C_2.dds?dl=0
I got the file, thank you too


Quote:
Originally Posted by Badileus View Post
With the "other plates" i mean these (for example), they seem to be individual plates:

https://imgur.com/a/spXpLxn
In which room?

Quote:
Originally Posted by Badileus View Post
I followed your advice and saved the dds as you said, but when saving i got the message "image width and height must be multiple of four". Indeed the dds-files have all the width of 2047. I boldly changed it to 2048, but then in the game i get this:

https://imgur.com/a/zQfKPpd

So the area the game takes for the plates from the file is now double the width as before. I used a clean copy of the file. Are you sure with choosing "Generating MIP-Maps" and not "Using existing MIP-Maps"? I am not an expert in this, certainly you know what i did wrong...
Stock CR9C2.dds is 512 x 512. The textures you sent me double this resolution to 1024 x 1024. Where is this 2047-pixel width coming from?

You can resize game textures, but you need to keep the same width/height ratio as in stock textures (or redo the UV mapping of the objects using those textures). Moreover, if you want to save the resized textures as signed DDS images, both width and height must be multiple of four. This is because the DDS compression uses groups of 4x4 pixel as compression unit.
Mipmaps are a series of pre-rendered copies of the main texture with progressively lower resolutions. They are useful in 3D imaging because they relieve the GPU from having to resample the textures in real time, when (during gameplay) the said texture is seen from a distance. If a texture is edited, it is a good rule to recalculate its MIP levels before saving, otherwise what you see at close and far distance won't match each other
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