Mipmap levels texture

Level 11
Joined
Aug 1, 2023
Messages
52
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
    342.5 KB · Views: 5
  • mipmap_levels_screenshot.png
    mipmap_levels_screenshot.png
    826.3 KB · Views: 28
Last edited:
Level 11
Joined
Aug 1, 2023
Messages
52
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.
 
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