VeSeeker Posted 1 hour ago Posted 1 hour ago I'm working on getting some textures animated correctly on the Switch version of Kotor and Kotor 2. I've figured out that although the texture files are the exact same as the PC version, for whatever reason the animation doesn't work, and it has something to do with the .txi files and mipmaps. Take fx_tex_stealth for example. This is the full .txi file for that texture: proceduretype cycle numx 2 numy 2 fps 8 blending additive decal 1 mipmap 0 downsamplemax 0 downsamplemin 0 I made this short video to show the behavior on the Switch (I used an emulator to record but I have verified that it is the exact same behavior on actual Switch hardware). With the default texture there is simply no animation. Removing the 'mipmap' line, or setting mipmap to any number above 0 gets the animation shown on the right in the video. The texture is correctly animated, but it stops when you get close enough. (When I recompress the texture to .tpc I have to change numx to 1 and numy to 4, but that's kinda unrelated). So its got to be something about the highest quality mipmap not being able to cycle through the texture for whatever reason. I thought this might be a limitation on the size of the texture so I halved it but it still has the same behavior. I've tried messing with the downsamplemin and max parameters but it didn't make a difference. Any .txi experts out there that have seen something like this before? Is there a way to force the texture to always render at the second highest quality mipmap or something? I'd appreciate any advice. Thanks to JC and J for the initial help on the discord. Quote
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