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FS2004 Mip Maps refresh rate

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57
Country
romania
Hi all
Last week I made a test with mip maps for a 1024/1024 texture. I wanted to see how the mip maps change depending the distance from the object. In my case it’s a texture for a building in fs9.
So I made 3 custom made levels of mip maps 512/512, 256/256 128/128 just like in the picture below. I marked them with the adequete number regarding the mip size. All mip maps wher added to the original 1024/1024 via ImageTool and where saved as DXT3.

capture15022011225915.jpg


capture15022011225558.jpg


The test: When I get close to the building I can see the mip change from 128 to 256 and so on until I get to the biggest map 1024/1204. Pretty normal, however when I move away from the object the mips don’t change to a lower size of mip; from 1024 to 512 and so on. It get's stuck to the biggest map level. Is this normal?

I tried tuning my video card but no luck. I did this test also with DXT1 format and I got the same result. If I refresh the scenery I see the adequet map level however I don't think a simmer will do this while landing.

So is there any way to solve this issue?

Andrei

Heretic's topic sounds similar
http://www.fsdeveloper.com/forum/showthread.php?t=23115&highlight=forcing+refresh
 
Hi,

Did you check the texture scale in the texture list? It influences when the mips switch.

Also I think it is normal that they switch later when you move away. But they should switch.
 
Hi Arno
I opened my mdl with MDL Tweaker II and hit the “Check texture size” button form the Texture list. My initial texture size was 115.4091 after the “check” it got to 3710.433
Things get even worse when I make the test in fs9. This time either if I get close or away from my object the mip map stays only at 1024/1024.
I will try several texture sizes in the Tweaker II however I'm having a feeling that getting away from the object won't do nothing.
 
Hi,

A texture size of about 3000 meter is very big. Do you indeed have polygons that only map a tiny part of the texture?
 
Hi,

Looking at the texture it seems that the roof is the part of the model with the lowest texture resolution. So this will determine also when the other parts switch to a different LOD (not that this is a problem, the other pieces have a higher resolution and they will switch a little earlier than they normally would).

But I am surprised the size is about 3 km. Not sure how big your building is, but if it is a few hundred meters in size, I would expect a maximum size of 1 km.
 
Hi Arno

I just checked my building parameters in gamx. It's 136m/115m.
If you want I cand send you the gmax source to have a closer look. I will play with the mapping polygons and see if something changes.

Regarding the transition from a bigger map level to a lower one I still didn't find the solution. This is quiet puzzling me because I have seen in other scenerys that have textures with no mip maps. FlyTampa's scenery is a good example. If an object has a condition to be visible only for a couple of meters maybe there isn't need for mip maps.

So I'm going to do some more testing. If I find something I'll announce

Andrei
 
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