View Full Version : MIPs
Milamber
06-18-2006, 21:24
Well met,
I have had some success with re-skinning figures but have a problem with the new skins cutting out at a short distance away and figure returns to its oringinal skin.
I understand this has something to do with MIPs but cannot work out what is going wrong.
I have successfully skined one unit that has no problem at range but my cavalry unit is being silly. The horses are fine its the riders who change. (on my working units i have 7 layers of mips but the official layers is 9)
Anyone have an idea as to how i can correct this?
Many thanks.
Makanyane
06-19-2006, 19:04
Are you sure its not the sprite you're seeing - if you haven't generated new sprite to go with your texture the unit will seem to change colour as you zoom out. I think some things to do with cas files and numbers relating to distances in descr_model_battle effect when sprite appears, but
not sure on this, does anyone else know????
Have never had problem with mips, in Photoshop when you open texture don't select load MIP maps, just alter the largest one at default size - and when you save use
DXT5 ARGB (Interpolated Alpha)
2D Texture
and 'Generate MIP maps' with 'All' selected in drop down menu.
Milamber
06-19-2006, 20:50
Ah, could be a sprite problem, ( i haven't played about with any of the files yet) will have to see what happens when I do.
I dont have photoshop :( might have to get the trail to do this. I have been using DXTbmp and GIMP.
will let you know what I did if I can get it sorted.
many thanks.
Makanyane
06-19-2006, 21:09
If you're making new sprite refer to this
https://forums.totalwar.org/vb/showthread.php?t=44180
basic instructions are in first bit, there's lots of posts regarding preferences but basically you need battle and strat map video options on 16 bit not 32 and anti-aliasing turned off - and also it may not work for very basic (built-in) video cards.
to check if it is sprite I think (not 100%sure), when you start game , go to options, video settings - advanced settings and change unit detail to higher / lower than you originally had; sprites should then kick in at more / less distance - that should at least show if that is problem or not.
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