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mipmaps/textures overload problem

Hi,

I've added night textures to my Schiphol 28 building, but now the following problem came into being: When I'm going to the building, the sim loads higher mipsmaps, but it doesn't load the highest quality mipmap. The textures are a bit blurry. The problem is there always, during day/night/dusk and dawn. If I'm close to the building and change the view so I don't see the building and then look back, everythings is ok again. I think it has something to do with textures overload, as I'm using pretty big textures 1024*1024. Is there a way to shrink the size (to about 512*512), without texturing everything again?
Probably something in the imagetool?

Thanks
 
Hi Jorrit,

If you just resize the texture in your paint program from 1024x1024 to 512x512 and then add mipmaps again in ImageTool it should work.

Are you maybe using the same texture on different parts of your objects with a different scale? Each texture has a scale parameter (in the texture list) and that is used to determine which mipmap should be shown. When that value is wrong you could get the wrong mipmap.
 
I have resized the images, but the textures are still blurry it looks like the sim doesn't switch the correct mipmap level, it takes very long to load a higher mipmap. The problem only occurs when I use the model with night textures. I have set global texture size to massive and other settings on the hardware tab to max.
 
Can you maybe answer the question in the last part of my previous post? That might give a clue about the problem.
 
I don't get exactly what you mean. I use some parts of the bitmap on multiple parts in my scenery. Some parts are used twice or more, on the same of another object. Did I answer it right?
 
But do all elements in your texture have the same scale? So do a certain amount of pixels on the texture always cover the same amount of meters on the object?

Otherwise there would be more scales for the texture and I think that GMax could then put the wrong one into the source code, thus giving the problem.
 
Some parts do indeed have another scale. Would that mean that it is the problem? But why does the problem only occur when I added night textures? Before everything worked correctly. :confused:
 
That is a good question :). Are you using the same texture size for the night texture of is it smaller?

Another option would be to export with and without the night texture and then compare the ASM source files to see if that gives any differences.
 
The night texture is the same size (512*512) Maybe stupid, but I don't know how to turn the nightmaps off :banghead: I've unchecked the map, but it still appears in FS
 
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I have decided to not include mips at this moment and continue with my work. I get a very good framerate and there is no need for mipmaps now. I will include them in further releases. So the problem is fixed for now :)
 
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