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DDS Format


stealthtank91

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ok, i have been workin with gimp and dds exporter for a while now, but i have noticed that a custom texture for an object some one made has dimensions that arent in powers of 2. By powers of 2 i mean 512 x 512 , 256 x 256, etc. i wanted to make a custom retexture for it and i cannot save the dds file with mipmaps. consequently when i load it into geck with the new retexture, i just get that bug where the texture flickers like crazy ( due to not having mipmaps i assume) any way to bypass the saving check so it doesnt need the powers of 2? Maybe a standalone converter of some sort? the dimensions the person used where 624 by 800.
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well i tried that, and id have to really skew it, the closest thing i can think of is 512 x 1024, which looks fugly xD if this guy did it, i assume it has to be possible. i guess im asking for some kind of sacred knowledge and will never know : / * sarcasm*
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I remember doing some recolors for some modded armors for FO3 and when I saved them, I got the same error where you couldn't save the mipmaps, but I didn't have the flickering you're mentioning. So I'm not entirely certain that has to do with mipmaps at all. You might try doing a google search for 'gimp' or 'gimp tutorial' while you wait for a response form someone who actually knows what they're talking about. =)
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Definetly not mipmaps (those are just to reduce GPU load when you look at it from a distance). Flickering or texture change when you move your view closer/change angle means no texture is displayed and GECK is making it up. You won't be able to create a GECK texture set for it ( I mean a non-square one); only solution I can think of is duplicate the .nif and edit it to accept a texture with another name, than just make a copy of object in GECK and attribute the modified model to it.
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