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Mipmapping

Discussion in 'Texturing & Surfacing' started by Zeatherann, Dec 23, 2014.

  1. Zeatherann

    Zeatherann

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    All blp textures need to have a 1 by X or an X by 1 mipmap to not crash a Mac client correct? If so, then is it still required to have intermediate mipmap images?

     
  2. PurgeandFire

    PurgeandFire

    Code Moderator

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    First question: correct. Second question: I never tried it. If you could produce one without intermediate mipmap images, I can test it out for you.
     
  3. Zeatherann

    Zeatherann

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    I should be able to do this, as it's simple byte editing with a hex editor right?

     
  4. Infrisios

    Infrisios

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    Did you try it out? Intrigues me, I'm interested in the outcome.
     
  5. Zeatherann

    Zeatherann

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    I have not, forgot to and been busy with other things I realize I need to know the blp file format as well. There is no convenient byte layout guide is there?

     
  6. Dr Super Good

    Dr Super Good

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    BLPs are image containers if I recall. They support a vast variety of different image formats. For example they support up to 256 colour palleted images, reduced colour depth bitmaps, full colour depth bitmaps, JPEG standard DCT compression as well as realtime orientated texture compression like DXT.

    As such manipulating them is not easy and requires quite a large library to support most of the above.
     
  7. Zeatherann

    Zeatherann

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    Ick, good format though.