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Old 04-11-2006, 08:52 PM   #1
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Default mipmapping

I do know what it is, i searched the forums, but:

I DO NEED TO KNOW HOW TO IMPLEMENT THIS!!!!

My model looks yellowish, blurry, i dont care how many textures i have to add, how big the model will get, i just dont care, plz just tell me how to!
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Old 04-11-2006, 09:03 PM   #2
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you didn't searched good enough

Quote:
Originally Posted by TDR
mip maps for textures are like mip maps for models. You basicaly have to make 3 more variations of the texture, each with decreased size on the power of 2. For example, if you have a 256x256 px texture, mip 1 texture would have 128x128, mip 2 64x64 and mip 3 32x32. For wc3, you'll have to name each variation texturename_mip1, texturename_mip2, etc. With the art tools, in 3ds max, when it exports the model and the textures it makes all mip maps into one blp file, so I think that if you just import in the map all variations (in case you don't have art tools) it will work the same.

And this has nothing to do with modeling or animation, moved.
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Old 04-12-2006, 06:30 PM   #3
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do i have to start with _mip1 or mip0??

and where do i have to set up the mipmapping?
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Old 04-14-2006, 01:27 AM   #4
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very interesting..i dont have any idea what your talking about
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Old 04-14-2006, 02:44 AM   #5
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yeah what is a mipmap? sounds funny...
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Old 04-14-2006, 10:01 AM   #6
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http://en.wikipedia.org/wiki/Mip_map
wikipedia is your friend.

And, for wc3 it has to start with mip1. And you don't have to set anything.
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Old 04-14-2006, 11:57 AM   #7
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i found a very interesting passage in the ArtTools ReadMe, it says that wc3 does that on its own...
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Old 04-14-2006, 12:17 PM   #8
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yeah, it does, it makes them realy blurry and yellow. for best results you have to make your own.
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Old 04-14-2006, 03:00 PM   #9
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would you even need something like this in wc3 unless you have diffrent camera settings then usual?
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Old 04-14-2006, 06:15 PM   #10
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no, unless you have detailed textures.
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