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Don't think 1x1 qualifies as a power of two either..
I didn't make the models.
But for those that I do make.... wha cho talkin bout willus?
That's what Texture2TGA from PEVsoft does, alters one pixel so it's not the same HEX number, but is so close a human eye can't tell the difference. I've done this manually too.
I will say these points:
- This easy work around nullifies any potential benefit intended by the check, making the check more of a nuisance then any thing else.
- Wish I had a nickel for every 1024xwhatever "thumbnail" I've seen.
- In my laziness I actually resorted to making my 8x8 textures 16x16 so PEVs program would work to make them pass the check, so the net effect was that my textures got LARGER.
- Using m.notex makes you need the original mesh files to alter the color - a re-skinner can't change it.
I prefer to put my little blocks of uniform colour in one of the main texture files and collapse the relevant mesh or mesh section to that block.
Simplifies the whole thing.
That's what 've been doing as well, but recent posts say not to have big variations in scaling as it mucks up the mipmapping. (although I can't find anything
relating to what ratios of scaling are acceptable).
Chris.