View Full Version : Problem with ag_tree_lib12
I ran up to a small problem with ag_tree_lib
I can't get the trees to show up in FS, only a very thin line about 6 m high and few cm wide
I did this: placed ag_tree_lib12 to the scenery folder, then added ag_tree_lib in obplacer, chose the right tree type and started making them. After that i compiled the bgl.
Is that correct? May the exclude for the ground be the problem?
They need to be placed to a heading of 0° to work. If you use another heading they won't be visible.
I noticed there are some "green lines" above the placed trees
Is it a bug ? If yes then how can i avoid it?
You are probably seeing part of the other trees in the same texture. Are you sure that you have the texture detail setup so that the highest mipmap levels are actually shown?
Sorry to say but I do not get exactly what you are saying..
If you mean in FS settings, then yes, I have sliders set from high to max
I mainly meant the global texture size slider. It is on the hardware tab if I remember correct. If this one is set too low, you will not see the highest mipmaps.
Checked it out
MAX global texture won'īt take it away
But here is a picture of it:
Yes, that indeed looks like the bottom part of the next tree in the texture sheet. Which tree are you placing, then I can check if I see it here as well?
It happens to all of them
But this should be ag_tree_04 or ag_tree_03
I tried it on my PC, but I don't see the problem.
Are you using the default MS tree textures or maybe some sort of replacement texture for them?
I am using a reduced size version, available at flightsim.com with name restreet.zip http://www.flightsim.com/cgi/kdl/main/58/restreet.zip?2Om5X02G
OK, I guess that is the problem then. This reduced version will have some pixels slightly different of course due to the resizing. And as a result of the that the mapping of the trees is no longer correct.
When I work on an update of the trees, I'll try to make the mapping so that it is also correct with such textures. But for now there is nothing to do about this.
Okei thanks a lot for your help, Arno :)
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