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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Apr 2007
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Not per se. DXT5 just provides a wider alpha range, but produces bigger files. Again, it's your choice, the game does not care. If DXT3 works for you, then by all means use it.
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#2 |
Weps
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#3 | |
Silent Hunter
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regards keltos |
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#4 |
XO
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What about mipmaps ?
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#5 |
The Old Man
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What about them...
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#6 |
XO
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Do you save external textures with them or without them, and if you do- at what depth ? I assume internal textures dont require them, ASSUME being the key word.
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#7 |
Commodore
![]() Join Date: Feb 2010
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yeah i'm sorry for hijacking the thread, but i'm using 3d max 2011 apparently that's what it says when i launch it. how do i get the .dds plugin for it
![]() can you post a link, would be helpful ![]()
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#8 | |
Stowaway
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You have to assign them in the Materials Editor. Then assign them to the 3D object. |
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#9 |
The Old Man
![]() Join Date: Apr 2007
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For external, definately save with mipmaps. I don't know if there's a magic number for the depth, but it doesn't add alot of weight to the file for the farthest mip levels. For internal, I can't say but I'm guessing they too are saved with mipmaps. Check out the stock files I would say...
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