why is right size of texture so important!?

Yeah it worked with 4, the dds plugin previously set 6.
That's interesting info, thanks for sharing that :)

[ED] hmm, I don't get it, 192/2 = 96, 96/2 = 48, 48/2 = 24, 24/2 = 12, 6, 3.
That's 6 mips, but it wouldn't load with 6 mips.
 
We need to get our terminology consistent. I've always assumed that the phrase 'powers of 2' meant '2^n'. If that's correct then of course 'powers of 4' means '4^n', but everything in the 4^n series is also in the 2^n series. And numbers like 192, 384 etc are not in either series.

I did a google search and found someone saying that 2^n is necessary if you're using compression (e.g. DXT1-5), and that any dimensions are acceptable if you're not using compression. Compression can massively reduce file sizes, so it's not a good idea to abandon it.

Your graphics program might be a factor. Gimp has a dds plugin, but it's not the official one from Nvidia. And it has no 'number of Mips' option. Perhaps someone with Photoshop or PSP could try other dimensions.
 
I use blender and there is no such restriction. There is a possibility constants can be set to export in non powers of 2 by editing the export file format. I would need to examine those file(s) to know.
I meant using the gmotor exporter for max. But I think R Soul hit the spot, you can use any size jpg, tga png, but when it comes to dds, it's different.
 

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