Last dev stream Paul mentioned Logos looking better as Mip files, I thought they were just supposed to be png? Am I supposed to make mip files for the logos, I have noticed to my custom pngs look off it some situations like he mentioned the new minor race logo did. If i add mip files to the directory will they work automatically?
Im guessing no one had the answer so i did some research and i was able to create a image save file with included the mip map (.dds) using the NVIDIA Texture Tools free plugin.
https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
But of course the game only recognizes .png files. Is there some mod voodoo that i can use to make them work? or am i just doing something wrong when i save the files.
Thanks !
Edit: If someone from stardock has some advice on what settings they used when saving the mip file, unless they have there own tool they use, would greatly appreciate it. I noticed when i open up the .dss file the automated mip file looks odd. im guessing i may just need to hand create them.
From what I know MIP is a method for texture map projection, not the file format.
Well from how i saved it and what Paul said, that its supposed to save a progressively smaller version of the image so that you have finer control over how the image, in this case the logos scale when you zoom in and out. In game atm, custom logos look rather jaggy at certain view distances. and this is supposed to reduce that as your able to save and edit each stage of the image scaling to remove artifacts you dont like or just generally make it look "better".
This can all be saved within a .dss file format, so while Mip itself may not be a format, it can be a part of the .dss format if you choose to use it.
Example image below
Quote from wiki "In 3D computer graphics, mipmaps (also MIP maps) are pre-calculated, optimized sequence of textures that accompany a main texture, each of which is a progressively lower resolution representation of the same image. The height and width of each image, or level, in the mipmap is a power of two smaller than the previous level. Mipmaps do not have to be square. They are intended to increase rendering speed and reduce aliasing artifacts. "
As far as I know the dds. file does not replace the png. That's still used on the UI and popup screens where its unaffected by zooming. Following the folder structure of the game, You need to create a "Civilizations" folder in your mods Gfx folder and put you dds. of the same name in there. Of course, the dds. must be saved with "create mip maps" option ticked.
Note ; There is a chance that this will do nothing with the currently released version of the game (1.02), as we know many things in the game have been made redundant. The dds files could still be 1 of them until its hooked back up internally.
Thank you so much, that works perfectly did a test logo with an without the mod directory change and it indeed does use the DSS I made . I can get nice smooth logos when I zoom in and out on the map and it various menus without the alias (jaggy) look.However, it seems due to the limitation on all the MIP/DSS files having to be 8bit, depending on the logo you can get strange washed out looking logos on the more detailed logos due to the color limitations.I can manually edit some of the simpler logos in 8bit and they turn out relatively correct but the other ones I'll have to either live with the changes in color, even after some color clean up. Or decide to choose which logos I'll have to live with being jaggy.here are two of the mips, one is in full color before compression the other in 8 bit. Might be hard to tell just in the browser here as i re-saved them as png files which I think might change the color back, but it does look different in game. I havnt had the time to try and manually edit out the artifacts and try to more correctly fix the color variations so ill try that later and let you know how it goes. Thanks alot !
Normal Image
Mip 8bit Image (not manually cleaned up)
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