And when to maybe not use them.
I major problem with MIPMAPS generation is that they make Textures look really bad. Yes pro players set world details to low so that they can see the players better. Pop!
But when don't you want your custom banners or other highlights to look ugly in your map?
For example you may have some clan logos scattered around the place or initials.
This is when imo you don't upload these particular textures with MIPMAPS enabled.
So they always look pretty regardless of what the players "World Details" setting is set to.
The only caveat to not using Mipmaps is when it comes to the Default D3D renderer Shipped with 436/451.
Yes! Some people (stares @EvilGrins) still use this old and antiquated renderer as well as new users who download UT from gog.com or through steam.
Now what's the problem if someone uses D3D to connect to your server and Mipmaps are not being used then?
Well anything over the size of 512px will cause these clients to crash. Therefore if you want to not only ensure that your custom textures look great in game but also don't want to turn away any would-be players because of some basic Texture issues then I would suggest either importing larger images (512+) with Mips enabled or reducing these images down to 256x256 and scaling them through the editor upto 512px or 2.0x's the size without Mipmaps on import.
Other times you don't want mipmaps imported are for scoreboards which display Country-Flags and player faces for example. In these cases I recommend using packages which are not Mipmapped .
End Rant/


