https://www.fsdeveloper.com/forum/threads/1024x1024-rock-textures.426477/post-641849
No it does not Ian, the apparent difference being that FSX is capable of 4096 textures (
beyond the normal range of the global max texture size slider) with the TML tweak where FS9 couldn't care less what you assign as a TML value beyond 1024. Given that logic I have to question whether 4096 landclass textures would actually display the full resolution in FSX, or would that be limited to 1024 as FS9 is limited to 256? Must test this out as I'm now curious...
In FS9 a 1024 landclass texture without mips actually doesn't show at all:
@Jon, here is the specially mipped texture I used for the demonstration, I added 128 and 64px custom mips and color coded each level:
http://www.cat-tamer.com/flightsim/atchmnts/024b2su3.zip
https://www.fsdeveloper.com/forum/a....48913/?hash=9c29ea33c1f7651fa7329c96e0e549b2
It looks like this now in Imagetool:
Back up your 024b2su3.bmp in FS9\Scenery\World\Texture and replace it temporarily with this one. Go to a forested area in the US and you should be able to find the colored text without much trouble. Slew closer/farther and you'll see the mip levels change between 256, 128, and 64. The idea is, mips unload part of the memory requirements in the sim when you're far enough away from these textures that the extra resolution would be of no value anyway. Basically they're just smaller versions of the same texture embedded into the .bmp and most editors capable of exporting directX compliant textures will generate mips automatically unless you specify otherwise.
Also note that what I'm saying re: resolution limitation @256px only applies to FS9's landclass (ground) textures. Aircraft textures, scenery model textures, and your detail1.bmp (grass detail) for example can all go as high as 1024px.
Jim