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Re: mipmapping #9192
05/30/02 07:07
05/30/02 07:07
Joined: Mar 2001
Posts: 1,825
London, England
Keith B [Ambit] Offline
Expert
Keith B [Ambit]  Offline
Expert

Joined: Mar 2001
Posts: 1,825
London, England
Hi, it would be easier just to put "d3d_mipmapping=0;" anywhere in main()... Even better, GS-Startup Manager 2.0 will have an option in the settings dialogue to switch mipmapping on or off before you launch the game (out soon...).
Cheers,
Keith

Re: mipmapping #9193
05/31/02 14:59
05/31/02 14:59
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
or you can do it ambit's way if you want to take the easy way ;p

Good thing I'm an artist not a programmer...


Drew Medina
Game Developer (Artist)
Personal & professional website
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Re: mipmapping #9194
06/06/02 15:34
06/06/02 15:34

A
Anonymous OP
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Anonymous OP
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A



Just curious about exporting from Milkshape and bypassing MED. How will this work now?? I havent tried it, but I doubt there is an option convert skin -> add mipmaps.

Re: mipmapping #9195
06/06/02 23:51
06/06/02 23:51

A
Anonymous OP
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Anonymous OP
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A



Well you don't completely bypass MED this way. Export the mdl from Milkshape, open it in MED, add mipmaps, and then save the model again.

Ideally Mete will add mipmaps to the mdl exporter, but of course that won't happen until after mipmapping on models is released (remember, it's still in beta)

Re: mipmapping #9196
06/07/02 00:04
06/07/02 00:04

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Anonymous OP
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Oh yeah I forgot you could do that, thanks [Smile] .

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