Known Issues
- Texture corruption. Sometimes a texture may get corrupted on the model preview, press the Refresh button until it is correct.
- Texture disappears. Sometimes a texture may not show after a change in the "Enable Masking" checkbox. Reload the project to correct.
- May give an wglMakeCurrent error at program exit.
Notes
The project options (One Mipmap & Palette reduction) can be used to reduce file size to a minimum. This are the sizes for a regular skin (soldier model with team colors for chest and legs and one face, 13 textures in total):
| Mipmaps\Reduce Palettes | One Palette per Texture | One Palette per Group or One Palette for all the Package (because there is only one group) |
|---|---|---|
| All the MipMaps | 1.069.356 bytes |
1.056.671 bytes |
| Only One MipMap | 805.702 bytes |
793.018 bytes |
As you can see, the most reducing option is the MipMaps one. This is because the palettes only have 1027 bytes each, and a typical first mipmap is about 64Kb, with the all-mipmaps texture being about 87Kb (23Kb more). In the example, the file size was reduced from (aprox.) 1Mb to 790Kb. The quality of the skin is basically influenced from the palettes options. Allthough the algorithm used to reduce the palettes does a very good work, some quality is lost in the process, and some pixelation could be seen due to the reduced number of colors available. The pixelation can be easily seen in the character selection dialog, but when playing will not be seen so much. The reduction of mipmaps is usually undetected because UT seems to create them internally.