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Retroactive texture renaming for LOD
#98827
11/16/06 01:26
11/16/06 01:26
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Joined: Aug 2005
Posts: 336 Connecticut
Galen
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Okay, so I obviously figured this out *after* I was already well into my project, but anyway, it's looking like it would be a good thing for me to use Level of Detail with my textures in order to speed up in-game framerate.
So, here's the question: since I've already got all my textures applied, aligned and scaled the way I want them, is there any way to rename my textures in accordance with the LOD naming standard without my having to re-apply all my textures manually? In other words, is there anything like a "find and replace" feature or hack or whatever that would let me find each instance of a texture reference within a .WMP file (after I've actually renamed my texture files themselves, of course) and rename it as a level of detail texture?
Last edited by Galen; 11/16/06 01:27.
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Re: Retroactive texture renaming for LOD
[Re: Matt_Aufderheide]
#98834
11/18/06 19:00
11/18/06 19:00
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Joined: Aug 2005
Posts: 336 Connecticut
Galen
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Quote:
i guess i dont understand.. there is always mip-mapping on level geometry..there is no need for search and replace or retexturing. Nor is there any LOD on level geomtry (only level entities and models).
You should never have to manually edit a map file.. this is likely to screw it up and make it unuseable
I had to go to wikipedia.org to brush up on mipmaps. According to the article there, the mipmap texture file contains the full-size image, and then about 8 successively smaller versions of that same image within the same texture file, which actually adds about 1/3 more to the overall original texture size. In other words, if I have a .bmp that's 128w by 128h and I create a mipmap image texture out of it, then that 128w by 128h texture then becomes 1/3 larger, or 172w by 128h (if I'm understanding this right), which means that all my WED texture alignments and scaling would be thrown off?
Whereas if I use LOD (on entities then, if not level architecture), the initial texture size stays the same with my .bmp (128 by 128), so I'd merely have to rename my texture (file.bmp) references within WED to refer to the new LOD file (file_01.bmp) in order to include the new LOD file instead of the old texture file, and then when the level loads each LOD file variant (file_02.bmp, file_03.bmp, etc) it would, I assume, just substitute the LOD file variants and adjust scaling accordingly for their different sizes to fill up the same space as the original.
Or am I getting this wrong?
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