I unfortunately don’t know much about this one, since I haven’t seen it myself, but have seen several other people with the issue.
Either mipmap generation or write formatting seems to have errors for BotW Wii U. Some mip levels will be fine, others will not be. This seems to only affect normal maps, though it might affect speculars, as well.
Below is one example of the mipmaps being different than the main texture. However, not every instance of this problem seems to have visibly different mipmaps, so this may be more than one error that I’m lumping together by mistake.
I've been struggling with this for some time now and found a workaround.
Some more info on the issue:
If the texture is more then approximately 200px the mip will come out scrambled. This dose not effect diffuse textures.
Only the first (larges) mip is corrupted.
Textures that as been imported during the session will generate mips correctly as long as the corresponding tex2 file is not loaded or placed in the same folder as the tex1.
Workaround:
Before saving the tex1 extract all textures and use the "Replace from folder function" to import them all back.
Spectacular textures containing different type of materials (like metal) will need to have their blue and alpha channel adjusted back to G after import.
I unfortunately don’t know much about this one, since I haven’t seen it myself, but have seen several other people with the issue.
Either mipmap generation or write formatting seems to have errors for BotW Wii U. Some mip levels will be fine, others will not be. This seems to only affect normal maps, though it might affect speculars, as well.
Below is one example of the mipmaps being different than the main texture. However, not every instance of this problem seems to have visibly different mipmaps, so this may be more than one error that I’m lumping together by mistake.