OClear wrote:GOTBLZ wrote:WV's tool already exports the highest quality LOD, the LOD you think exists, doesn't. What ever texture size that is exported, is the highest LOD there is, because if every texture was the highest LOD that you think is there, the game would be like 400 GB... When they "release" a game, it gets cooked, and an automated process happens to reduce the size of all textures.
I believe in statistics. Prove that LOD 0 doesn't exist.
Write a plugin that scans all meshes, and keep a tally of whether a LOD exists or not. Print the results for all 5 LODs.
percentage of meshes with LOD 0 found
percentage of meshes with LOD 1 found
percentage of meshes with LOD 2 found
percentage of meshes with LOD 3 found
percentage of meshes with LOD 4 found
I don't know how else to explain it to you. Ok tell me, when you re-imported a texture into DAI, and went in-game, did the texture you edit show up only when you were far away from the object with the texture? Because if the LOD 0 existed it would take priority over the lower LOD that you edited. Just by roughly calculating the textures of the male customized faces, if all LOD0 textures existed there would be 500MB just in 10 items, that is not counting the females custom faces, or their hair, or the armor models etc etc etc...
Have you not ever noticed that all the Normal Maps that you edit are 2048x2048? Do you think WV would make his tool somehow export all 2048x2048 for Normal Maps, but 256x256 for face Diffuse? No, its because when a game is released it goes through a process called 'cooking' and it automatically goes through all textures, and works out what size it can reduce it down to, without losing too much detail, this is why Normal Maps aren't small, or else it'd make the meshes look horrible, but for a skin tone, it can reduce it a lot more, because there is little detail.... I cannot be bothered explaining this anymore, Google it... Or if you don't believe us because you only "believe in statistics" then make the plugin yourself and prove us wrong! We'll be waiting.