• Check out the results of the Techtree Contest #19!
  • Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

Mipmap levels texture

Status
Not open for further replies.
Attached to this post is a '.blp' texture file that uses different colors for it's mipmap levels:

* level 0: 0xFFFFFFFF -- 512x512 -- white
* level 1: 0x0000FFFF -- 256x256 -- blue
* level 2: 0x00FFFFFF -- 128x128 -- teal
* level 3: 0x00FF00FF -- 64x64 -- green
* level 4: 0xFFFA00FF -- 32x32 -- yellow
* level 5: 0xFF9500FF -- 16x16 -- orange
* level 6: 0xFF0000FF -- 8x8 -- red
* level 7: 0xFF9CEBFF -- 4x4 -- pink
* level 8: 0xFF00FFFF -- 2x2 -- purple
* level 9: 0x000000FF -- 1x1 -- black

It can be imported in the World Editor/Import Manger to overwrite a path of a specific model, e.g: 'war3mapImported\mipmap_levels_texture.blp' => 'units\Human\HeroPaladin\Heropaladin.blp' would overwrite the paladin's texture.
In order for the texture to be used by the World Editor, you would have to save the map: open 'File/Preferences.../Video tab', then change a video setting and then click the OK button. This should force the World Editor to reload it's textures.

The different mipmap levels for each triangle pixel seem to be determined by the distance from the triangle pixel to the camera's eye position and the angle?
 

Attachments

  • mipmap_levels_texture.blp
    mipmap_levels_texture.blp
    342.5 KB · Views: 105
  • mipmap_levels_screenshot.png
    mipmap_levels_screenshot.png
    826.3 KB · Views: 111
Last edited:
Here's something kind of visually cool. Open 'Scenario/Map Options.../Options tab', check the 'Use Global Weather' checkbox and select one of the 'Dungeon X Fog (Heavy)', say 'Dungeon White Fog (Heavy)', click the OK button. Import the 'mipmap_levels_texture.blp' and change the path to 'ReplaceableTextures\Weather\CloudSingleFlat.blp'. Save the map, close the World Editor and reopen the map.
 
Status
Not open for further replies.
Back
Top