Implications of texture Mip Gen Settings, Compression Settings, Mip Gen Settings
I'm reviewing some of the textures in SML and ExampleMod and comparing their settings to base-game assets in preparation for putting them in an FGIconLibrary in example mod. Some vanilla assets that I expected to have similar settings didn't. For example, HUB schematic icon
/Script/Engine.Texture2D'/Game/FactoryGame/Buildable/Factory/TradingPost/UI/SchematicIcons/OldIcons/SchematicIcon_Hub_3.SchematicIcon_Hub_3'
has compression setting UserInterface2D but Power Storage building icon /Script/Engine.Texture2D'/Game/FactoryGame/Buildable/Factory/PowerStorage/UI/IconDesc_PowerStorage_512.IconDesc_PowerStorage_512'
has Default, and the bp designer mk3 icon also has UserInterface2D. Assembler, Blender, are also Default.
I plan to update ExampleMod's schematic icons and item icons to UI Streamable
and UserInterface2D
compression based on this info
- Is there a quick reference modders could use for deciding what to set their texture settings to?
- For modding purposes, is leaving texture settings at the default harmful or just inefficient?6 Replies
@AngryBeaver poking you since I suspect you may have some ideas
I also noticed that the Example Item icons have sRGB turned off unlike the vanilla assets I looked at
Example Item also uses FloatRGBA for absolutely no reason
Generally speaking the differences don't matter much until they matter a lot.
If there's a standard you stick to it. but it's mostly about minor memory usage and sampling optimizations that at scale can matter
Taking your cues from what the game is doing is litterally the best thing to do. Otherwise you're tying to know as much as a Tech Art dept and that way lies confident ignorant mistakes
Thoughts on this?
thanks for the context, I was worried about land mines like "using UI Streamable means something else needs to stream the texture or it will never load" or something like that
it will look bad on default for UI textures