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NOTE : custom textures are 512x512 so i check the mipmaps, you have lower uncheck that option.
How to: MyLevel textures in 1 min.
How to: MyLevel textures in 1 min.
Last edited by Terraniux on Sat Aug 26, 2017 1:10 pm, edited 1 time in total.
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Re: How to: MyLevel in 1 min
I have understood mipmaps in another way: if there is a chance that a texture can be viewed from close as well as from far distance, there should exist Mimaps to reduce stress on the GPU or CPU.Terraniux wrote:NOTE : custom textures are 512x512 so i check the mipmaps, you have lower uncheck that option.
An exception for example is the screenshot - that one cannot be viewed from far or from close distance.
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Re: How to: MyLevel in 1 min
Never uncheck mipmaps unless you specifically know why you are doing it and it is for a very particular reason. As far as texture import is concerned you always do mips. It's better to not need them than to crash your client who just wants to play your map.
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Re: How to: MyLevel in 1 min
I thought the video would contain other things to MyLevel other than just the texture...
I'd put down MyLevel textures in 1 mins to avoid confusion.
I'd put down MyLevel textures in 1 mins to avoid confusion.
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Re: How to: MyLevel in 1 min
Texture for BSP: mipmaps should always be on.
Texture for screenshot(s) (you're not limited to one per map): mipmaps should always be off.
Texture for mesh: mipmaps should always be off, unless they're over 256x256, at which case most renderers will just crash (not all of them though).
Texture for screenshot(s) (you're not limited to one per map): mipmaps should always be off.
Texture for mesh: mipmaps should always be off, unless they're over 256x256, at which case most renderers will just crash (not all of them though).
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Re: How to: MyLevel in 1 min
That's a different story but still simple as a pie. You can directly edit/create stuff or just importing a small U file VIA "obj load" directive in console. Else - the trivia - by simply doing NOTHING - read well - you can open a map with stuff in MyLevel based on your interest, then open your map - actors are there ready to use with no compilation required - this "doing nothing" method will help at MH mapping which will not allow compiling anything if it's used in devs default MH package (borked on purpose to not allow compiling stuff). I have such template Levels which I can use in other cases with no compilation required and just transporting actors automatically. By example I got some decoration using (obj load...) but I don't need everything, using only one object from there. From now on having this Level I can use that decoration in others without future directives by just switching maps in Editor.Chamberly wrote:I thought the video would contain other things to MyLevel other than just the texture...
Re: How to: MyLevel in 1 min
I edited the title, now called how to import textures. I forgot to mention that.
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Re: How to: MyLevel in 1 min
If it is ok with you I'm going to start a new thread to reply to this. I don't want to spin this one of in another direction.nogardilaref wrote: Texture for mesh: mipmaps should always be off, unless they're over 256x256, at which case most renderers will just crash (not all of them though).
So long, and thanks for all the fish
Re: How to: MyLevel textures in 1 min.
Downloading... 24567kb.
Don't like map, vote another.
Downloading... 16702kb.
Let's try another...
Downloading... 53570kb (go to any BT server lulz)
Oh ffs, at least the redirect works on THIS server.
...
Don't like map, vote another.
Downloading... 16702kb.
Let's try another...
Downloading... 53570kb (go to any BT server lulz)
Oh ffs, at least the redirect works on THIS server.
...
Re: How to: MyLevel textures in 1 min.
I never use the groups, I always make it blank.
Binary Space Partitioning