tex1_16x32_20e6c74c0dad4697_14
..is a version of the texture without mipmaps. It is independent from the other two, and needs to be retextured.
tex1_16x32_m_20e6c74c0dad4697_14
tex1_16x32_m_20e6c74c0dad4697_14_arb
.. are exactly the same texture, except Dolphin has determined that it has mipmaps that differ from the top level. Disabling arbitrary mipmap detection, or turning on GPU Texture decoding, disables arbitrary mipmap detection, which is why you have two versions of the texture. The normal version must have dumped when either arbitary mipmaps was disabled or GPU texture decoding was enabled, and the arb version must have dumped when arbitrary mipmaps was enabled and GPU texture decoding disabled. You only need to use one of them for a texture pack.
The arb flag can be seen as having two purposes: if you dump textures with it, it tells you that the mipmaps don't match the top level. If you use it in a texture pack, it tells Dolphin to draw the mipmaps at a fixed distance so it is not affected by internal resolution or anisotropic filtering. This is important to have proper mipmap effects in some games such as Super Mario Galaxy. In short, arb makes sure mipmaps appear at the same distance from the camera as 1x IR and AF set to 0 no matter what their actual settings currently are.
Whether or not you should use the arb flag depends on whether or not the original texture actually has arbitrary mipmaps, which you can only tell by looking at the mipmaps dumped. Do they all look the same? If so, then it may be a false positive. If they are different, you would want to retexture each mipmap individually, and use the arb flag as it is probably used for mipmap effects.
If you want to see my arguments for why the arb flag works like it does, see this post. I have several examples of why being able to control the mipmap distance can be important for some games.
https://forums.dolphin-emu.org/Thread-do...re-mipmaps
Edit: To add to your question, you don't "need" mipmaps, but if you don't use them, your texture will "shimmer" in the distance. This can look very distracting especially if it's a high resolution texture. If you create your pack as DDS, a texture and all of its mipmaps can all be combined into a single texture. They do require additional storage, but it's usually worth it to have a nicer looking texture pack.
..is a version of the texture without mipmaps. It is independent from the other two, and needs to be retextured.
tex1_16x32_m_20e6c74c0dad4697_14
tex1_16x32_m_20e6c74c0dad4697_14_arb
.. are exactly the same texture, except Dolphin has determined that it has mipmaps that differ from the top level. Disabling arbitrary mipmap detection, or turning on GPU Texture decoding, disables arbitrary mipmap detection, which is why you have two versions of the texture. The normal version must have dumped when either arbitary mipmaps was disabled or GPU texture decoding was enabled, and the arb version must have dumped when arbitrary mipmaps was enabled and GPU texture decoding disabled. You only need to use one of them for a texture pack.
The arb flag can be seen as having two purposes: if you dump textures with it, it tells you that the mipmaps don't match the top level. If you use it in a texture pack, it tells Dolphin to draw the mipmaps at a fixed distance so it is not affected by internal resolution or anisotropic filtering. This is important to have proper mipmap effects in some games such as Super Mario Galaxy. In short, arb makes sure mipmaps appear at the same distance from the camera as 1x IR and AF set to 0 no matter what their actual settings currently are.
Whether or not you should use the arb flag depends on whether or not the original texture actually has arbitrary mipmaps, which you can only tell by looking at the mipmaps dumped. Do they all look the same? If so, then it may be a false positive. If they are different, you would want to retexture each mipmap individually, and use the arb flag as it is probably used for mipmap effects.
If you want to see my arguments for why the arb flag works like it does, see this post. I have several examples of why being able to control the mipmap distance can be important for some games.
https://forums.dolphin-emu.org/Thread-do...re-mipmaps
Edit: To add to your question, you don't "need" mipmaps, but if you don't use them, your texture will "shimmer" in the distance. This can look very distracting especially if it's a high resolution texture. If you create your pack as DDS, a texture and all of its mipmaps can all be combined into a single texture. They do require additional storage, but it's usually worth it to have a nicer looking texture pack.