FL Texture trouble
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Hi yo!
I have noticed a bug with all textures and i dont know how to fix it.
There is a pic that shows difference of texture on different distances:
See that texture from close distance is good and from far is bad?
Could you tell me how to fix it and make good texture from all angles and distances? Please!!11one -
OPR8R wrote:
you could change the lod or you could use textures that have no mips (both methods work)How to change the LOD? If you mean LODranges in shiparch, it doesnt work for textures.
Im texturing all new ships without mip, but all of them have this stupid smoothing.
Here are a gif to show more understandable:
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OPR8R wrote:
in that case you should check the settings of your graphic card and enable the anisotropic filteringSet to 2x but far textures still smoothing, but angle went lower.
I chaned it in Nvidia Control Panel, but how to make this for all users of mod? Some dll plugin or what? -
That’s incorrect. You can use e.g. enbseries to force anisotropic filtering and some more options. The most use the one for GTA Vice City v. 0.005.
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http://enbdev.com/download_en.htm -> GTA ViceCity v0.005 at the end of the page.
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Schmackbolzen wrote:
http://enbdev.com/download_en.htm -> GTA ViceCity v0.005 at the end of the page.Sure. So all i have to do is to add d3d8.dll to dacom.ini?
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Umm, you have it backwards. The anisotropic filtering is whats causes your texture to lose definition at an angle. Also, built-in filtering will add to the smoothing, problem is it’s hardcoded and would require a hex edit to fix (needs to be changed to point filtering). BTW, Im referring to your animated GIF…
Just to let ya know, most like filtering turned on, it helps smooth out the jaggies in the texture.
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LS, you have it backwards
AF helps avoid the blurring that happens when the texture is drawn at an angle. I can tell from experience, forcing x16 AF in drivers cause visibly sharper textures.
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I stand corrected, When I posted I was thinking anti-aliasing not anisotropic filtering. Anisotropic does clean up the textures, I shouldn’t post right before going to bed
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U can try to modify some params when u export the textures in dds format…to get a better quality of the mip map compression…with some compression formula, the exported dds can produce bad or blured mip maps…
The engine use differents size of the mipmap for render (like LODs for 3D models)…sometime the second mip map is realy blured due to compression…but in any case…u cant hav a high quality rendering of the texture…
I use Nvidia DDS plugin for photoshop…probably the best arround…
btw using alternative ddl sux realy on some computer…and crash the game…
Peace!
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There is one possibility:
Just import existing textures and export them without making any mips in photoshop.
So it’s sharp at every distance and the file is a bit smaller. -
Nova… please rephrase your translations… ST pulled you up once for sounding rude, we understand its a translation problem… but if every post you make DEMANDS something… pretty soon your just going to get ignored…
If your prob is with AF or AA… its your problem… to be sorted by you… and your PC gfx card… no-ones going to reach in and set things how you like them over the net… learn to use your PC