Hi I´m new to this forum, I`m interested in (FH-)mapping and I´m one of those poor guys who cant play FH with the best Grafic options... So I would love to see you doing the following things: -Please save your custom skyboxes without mipmaps. Players with lower texture details will only see pixels and the skyboxes can (unlike the detail.dds) be left without mipmaps. -Please save your ingamemap.dds and thumbnail.dds without mipmaps for the reasons told above. And a last one :) Your Loadingscreen schould be a 800*600 tga-file in RGB-Mode (not Grayscale) and saved with 24bpp. Otherwise there are some kind of crossfading problems between the FH background and the loadingscreen. Well that`s all for the moment imo these are not very big things to do but you make plaing easier for people like me. Thanks a lot, -ekke-
I always save without mipmaps. This is because I have no idea what the heck they do.
I always thought they were for the different graphical settings. Each Mip-map is smaller than the one before, so when the graphics settings are lowered, it uses the smaller mip-map, and stretches it instead of using the full one. This can look pretty crappy on the lower setting, because you have a picture the size of a forum avatar stretched 5x and pasted on the sky. At least that's how I thought it worked. I could be completely wrong. What this guy is saying, is that without the added mip-maps, the default large one is used on all graphics settings, so you don't have the nasty stretch effect.
They are for lods as far as I know. (lods are models generated by the engine and are displayed at bigger distances.)
So every lod (or every 2nd) gets a smaller texture size.
Hail of NailsI always thought they were for the different graphical settings. Each Mip-map is smaller than the one before, so when the graphics settings are lowered, it uses the smaller mip-map, and stretches it instead of using the full one. This can look pretty crappy on the lower setting, because you have a picture the size of a forum avatar stretched 5x and pasted on the sky.
Exactly! Normal Textures (like houses, vehicles and the Detail.dds) must stay with mipmaps otherwise they arent displayed at all... Its just the ingamemap, the sky textures and the thumbnail that can and should be left without them.
So for normal textures, the mip-maps are used for LOD's. But the sky doesn't need LOD's since it's always the same size, no matter where you are on the map. Making no mip-maps for sky textures will still display the same sky, but be a smaller file size. Might improve loading times.
Hail of Nails Might improve loading times.
I also think so. But even if not its still an improvement for the low-grafics players and it doesnt really produce additional work for the mapper.
I always thought they were for graphics settings, why would you make an "lod" texture for many of the vehicles if they already could have one?
Actually, the mip-maps are the texture quality in the menu. The one you can set to 20%, 40%, 60%, 80% and 100%. Which means that if you've got your textures at 20% and the skybox has mip-maps you'll get one ugly looking sky. Same thing with the minimap.
So do LOD's have textures?