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Mipmaping test Help needed..

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    Mipmaping test Help needed..

    I am trying to trying to get this done.. http://www.ericchadwick.com/examples...mip_colors.jpg
    with this texture... http://www.crazybump.com/MipmapTest.dds.zip Now I know udk doesnt take .dds or dxt.. So i wanted to know if there is any way i can simulate such a scene in udk... I was trying to do unsuccessfully this in 3ds Max before..
    Having posted on
    Autodesk Area(http://area.autodesk.com/forum/autod...ort-render-how),
    Polycount(http://www.polycount.com/forum/showt...ghlight=mipmap),
    and CGTalk(http://forums.cgsociety.org/showthre...?f=6&t=1085455)
    and not finding an answer I have started using UDK... Turns out UE3 doesnt support .dxt.. what if I really wanted to make custom mipmap textures for in game scenes... Please Help me find a work around..
    I am using 3ds max on a macbook pro 15” 2011(late) through bootcamp.. ati6700 HD intel i7
    I am running windows in bootcamp.. it has OpenGL and DirectX11

    #2
    You don't need that, mipmaps are a set of different image sizes that get switched out based on distance. UDK automatically generates those textures for everything. You can be able to do what you're trying to do simply by changing the view mode to Texture Density, you can switch view modes by pressing F7 during a game.

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      #3
      Sorry for the noob question.. But I see that it displays the colours from blue to red.. Isnt it supposed to change colours as i get closer to it... like get redder when I am near it and bluer farther away...

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        #4
        It doesn't matter, the relationship of the texture resolution to the textures around it will be the same at all times which is the important thing you need to be able to see, to see if your resolution for an area is too high or not high enough.

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          #5
          Aren't mips supposed to change as per the distance of the camera from the object? What i really want to find out is the exact size of the texture that a person is going to see if they roam through the environment.. this so that i can put higher resolutions to the objects that the camera is going to be closer to and lower res to the objects far away or hidden... this will help me greatly reduce the size of memory used and detail the bigger and objects that are closer...

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