stealthtank91 Posted August 4, 2011 Share Posted August 4, 2011 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. Link to comment Share on other sites More sharing options...
JasonDangerously Posted August 4, 2011 Share Posted August 4, 2011 Not sure about that, but you might try resizing their texture to one that will allow mipmaps to be saved. Link to comment Share on other sites More sharing options...
stealthtank91 Posted August 4, 2011 Author Share Posted August 4, 2011 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* Link to comment Share on other sites More sharing options...
JasonDangerously Posted August 4, 2011 Share Posted August 4, 2011 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. =) Link to comment Share on other sites More sharing options...
n0t0ryczny Posted August 4, 2011 Share Posted August 4, 2011 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. Link to comment Share on other sites More sharing options...
davidlallen Posted August 4, 2011 Share Posted August 4, 2011 Why can't you just paste the 624x800 texture into a 1024x1024 file? Link to comment Share on other sites More sharing options...
stealthtank91 Posted August 4, 2011 Author Share Posted August 4, 2011 Why can't you just paste the 624x800 texture into a 1024x1024 file? that did it. lol sometimes thinking simple may just do the trick thank you. Link to comment Share on other sites More sharing options...
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