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Research - MIP Maps and Texturegroups

Area for texture-specific, modding-related discussion. Topics that involve models/meshes/actors go in the mesh area. As with other non-toolset related content, answers not guaranteed.

Re: Research - MIP Maps and Texturegroups

Postby CreeperLava » 25 Sep 2016, 09:54

Just discovered an interesting fact : Changing the MaxLODBias of a texturegroup also changes the Texmod hash of it's textures in-game (if they're larger than the MaxLODBias). Weird, since the actual texture from which the lower MIP is extracted remains the same.
Which explains why some of Smarteck's textures are not found in tree (NFIT). Since they belong to a texturegroup that displays them below their actual resolution, the hash displayed by Texmod is not the same as the one seen in ME3Explorer.
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Re: Research - MIP Maps and Texturegroups

Postby KFreon » 25 Sep 2016, 13:05

Wow really?
That's awfully annoying...

It would definitely explain much.
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