I have a new plant texture i made based on a texture i got from the old vanilla stuff. For some reason parts of it seem transparent ingame. In photoshop even if i put opaque layers behind that spot, it still appears transparent ingame.
Does someone have A14 plant/harvested plant textures they could send me? I think the fact that i'm using old art doesn't help.
From the same thread you got the old resources from. (https://ludeon.com/forums/index.php?topic=2325.msg234693#msg234693)
Also, without showing us some pics we can't get much of an idea.
Hard to tell from this pic, it's mainly when i zoom out my textures (on left) seem to lose fidelity while the other food items seem fine
(http://imgur.com/JSUlsGS.png)
If your texture doesn't have mipmaps, or if you're reusing a core texture and are not rebuilding the mipmaps after making changes, it's going to look bad when you zoom in/out.
I see, so do i need to put a DDS file in the folder with my PNG asset?
This tut (https://ludeon.com/forums/index.php?topic=1150.0) tells me i need to make a new .assets file and replace the game's. That sounds wonky. Wouldn't that create conflict between mods?
Hello, I don't know the solution for you, but that topic you linked is out of date, it is from november 2013 back when you needed unity assets explorer to mod textures.
I have been searching for a thread where this has been addressed before but i can't find any - there must be some simple way for modders to generate mipmaps for their textures.
Is there a dev command ingame or something?
What's this talk about 'mipmaps'?
https://en.m.wikipedia.org/wiki/Mipmap
Quote from: twoski on August 29, 2016, 07:54:21 AM
https://en.m.wikipedia.org/wiki/Mipmap
Thank you! ;)
I think Unity has a mipmap generation thing so my best guess is there is some kind of ingame command to do this. I will do some searching
There was a great post by (I think) Latta, someone anyway, where they showed the difference regarding dds and stuff ingame, was very telling. Ill see if i can dig it out unless someone beats me to it.
Edit- think he used DDS in his redist heat mod. So look there for examples.
edit 2 - here:
https://ludeon.com/forums/index.php?topic=11056.msg169472#msg169472
Ah so basically, texture assets should be saved as DDS with baked-in mipmaps as opposed to PNG. I might write up a quick tutorial on this since nothing seems to exist now and someone else will likely have this question.
OK so that mod you linked seems to be loading these graphics the hard way - he wrote his own graphics class using a DXT loader.
Why does RimWorld not have this class by default? It seems like a stupid idea to force modders to make their own graphics class for the sole purpose of loading DDS files.
I'm not going to even bother making my textures in DDS format if it means i have to write a DLL specifically for loading the textures, too much effort for such little payoff.