Hi all!
I have a problem when I want to create a material in UT3. The problem is, when I import my materials and create the material, the result in the game or in the editor is not the one I want because if I import a 1024x1024 diffuse, in the editor, it'll look like a 512, in fact the editor resize my texture a quarter of the original size.
I tried to check the DeferCompression, but when I save my package the DefeCompression change to unchecked (weird ?).
The only way I've found to get rid of this thing is to select TEXTUREGROUPSKYBOX in the texture group tab.
Is there a better way to do that ?
Because I can't use that technique for the normal maps 'cause they are in a different texture group in the editor (WorldNormalMap or thing like that).
Replies
And the LODBias of the texture is already set to 0.
1. from http://forums.epicgames.com/archive/index.php?t-603739.html
load your texture with defercompression checked then when it has loaded uncheck defercompression and save your package immediately without altering any of yor compression settings
2. from http://utforums.epicgames.com/showthread.php?t=601466
right-click and go into the Texture Viewer, and for Diffuse set the properties to:
- CompressionNoAlpha
- TC_Default
- TEXTUREGROUP_Skybox
- NeverStream
or for normal maps set them to:
- CompressionNoAlpha
- TC_NormalMap
- TEXTUREGROUP_Skybox
- NeverStream
the first seems to be a bug and the 2nd seems to be a hack.
Why ? 0 seems to be the quarter of the original size so it would be "logical" to put -1, but -2 ...
Thanks rhoymand for these 2 tips. I really prefer using the first one because it is just a bit cleaner. The second one works well too but it's not really coherent to use Texture group skybox for things like props or structures etc.
Thanks a lot for these tips.