TheIdiot wrote:
machf wrote:
Isolt wrote:
Ah I thought all the tiny tree textures were them
Ah, you mean the mipmaps... they are stored in order to save time, instead of having the came recalculate the texture at further distances (when it's shrunk), they're precalculated and stored in the .PID/.SWP files. I don't know how CE handles them It's likely that if you use .DDS textures, the mipmaps will be contained within them, too.
So long as you generate mipmaps when you export your .dds files, yes, it does appear to use the mipmaps from the .dds files. The impostors however do not appear to benefit from HD textures and instead use the normal textures which are contained in the .swp instead.
OK looking at the files I was referring to he small tree images "Vtalpalm" "Vswamptreet" "Vbillboard" etc, what are they used for? there are quite a few of them.
What can I use to generate .DDS files? I'm currently getting .BMP as an output from the up-scaler but I have a few other options.
I've had another look at the differences in the textures between levels. They're not exactly the same but I'm not sure the differences will be meaningful after they're scaled.
Are the pallet differences noticeable between levels? Not counting any terrain textures in this case as they're not used in CE.