(01-21-2015, 11:17 PM)Bighead Wrote:(01-20-2015, 11:23 AM)LtRoyalShrimp Wrote:(01-20-2015, 10:07 AM)General_Han_Solo Wrote:The more mips the better.(01-20-2015, 09:47 AM)IceStrike256 Wrote: Anyone else get stutter when they first shoot and kill someone? After that smooth as butter
Yeah, I am working on the _mip files with the new explosion effects I have put. The initial size are 1024x1024, but I think I will need to reduce them to a crisp 256x256 size so that the major stutter doesn't occur. Will update in the next hour.
Just an FYI after this update gets merged, and if you convert your pack to the new format, then there should be another one soon to follow that uses mipmap levels all the way down to 1x1 (so a 1024x1024 would have a lot: 512x512, 256x256, 128x128, 64x64, 32x32, 16x16, 8x8, 4x4, 2x2, 1x1). From what I've been told, this will eliminate aliasing with mipmap textures, so it won't hurt to create all your mipmap levels now and they will eventually be used. I'm fairly certain the converter in that PR already converts them even though it doesn't technically use them yet.
Btw, you are doing an incredible job with this pack! Amazing work, its starting to look like it was made for this generation of systems.
Thanks for the update Bighead! So, a question: does this mean I need to re-dump and practically re-name all the textures within my HD pack? What's actually being changed here vs. what still stays the same? More specifically: what's so great about this update?
And with respect to _mips, is it beneficial to bring them down to 1x1, as in, is there an anti-aliasing benefit?
Edit: I see you have attempted to explain it in a working draft! For those interested, here is the link: http://pastebin.com/FcP3Rsf7