WinMip2 General Questions

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berensdj88

Member
Hot Pass Member
Dec 25, 2020
2
3
Greetings, all!

I have a couple questions regarding WinMip2, which from what I understand, is widely used to make edits to .car files for NR2003. Any help would be great!

1. Is there a way to make global changes to multiple car files, or does each car file have to be edited in WinMip2 individually?
2. What do the Car Texture Priority and Crew Texture Priority settings do? What is the difference between setting each at 8 or 1?

Thanks!
 

Mopar

Well-Known Member
Hot Pass Member
Dec 1, 2020
643
93
I'm pretty sure WinMip2 comes with its manual. If not, here it is.
 

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berensdj88

Member
Hot Pass Member
Dec 25, 2020
2
3
Yes, I already went through that link as it was provided in the program. However, I saw no mention of the Car Texture Priority or what it does. Hence me asking here.
 

Mopar

Well-Known Member
Hot Pass Member
Dec 1, 2020
643
93
I will do my best to answer your 2 questions:

1. The .car files would have to be edited in WinMip2 individually as there is no way to make 'global changes' to multiple .car files at the same time.

2. Direct quotes from the help file:

PRIORITY: NR2003 mips can hold a priority value which determins how much miplevels are kept when forced to drop levels compared to other mips. Will mean the higher the priority, the longer you will see this texture sharper than a texture with a lower priority. You can set the priority between 1 and 40. (In the mip it is stored as 0.1 to 4.0) Usually car textures have a priority of 8, the dashes have the highest prority of 40. For tracks, the textures in the trackmat folder have a priority of 3 or 4, while those of the trackside objects are set to 1. Feel free to do your own experiments.

And:

The car file editor allows you to import textures as tga when NR2003 is selected. Also there is a priority slider. Default priority is 8. The priority determins how fast mip levels are dropped compared to other mips.

So, I assume the priority slider affects the mipmapping of that specific texture in NR2003.

>>From the Wikipedia article about Mipmaps:<<
Mipmaps are used for:
1. Level of Detail (LOD)
2. Improving image quality
3. Speeding up rendering times, either by reducing the number of texels sampled to render each pixel, or increasing the memory locality of the samples taken
4. Reducing stress on the GPU or CPU
 

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