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Could it be that you created mipmaps when exporting DDS textures? Those would screw up your resolution.Thanks for the replies. Answered my question.
The old native 32-bit BMP texture was a much higher resolution and gave sharp textures much better than the DXT5. Also size was 3x DXT5. It did not of course have an alpha channel.
I can check.Could it be that you created mipmaps when exporting DDS textures? Those would screw up your resolution.
Never even heard of such a thing, but, given it's a big internet, how could you need better resolution than .DDS, with whichever of the compression algorithms?The old native 32-bit BMP texture was a much higher resolution and gave sharp textures much better than the DXT5.
This from DXTBMP.Never even heard of such a thing, but, given it's a big internet, how could you need better resolution than .DDS, with whichever of the compression algorithms?
Jim Robinson said:Abscense of an alpha channel can also make textures blurry. Aircraft textures should always include an alpha channel even if it's all white. If you save them once as 32 bit 888 in DXTBmp the app will add an all-white alpha channel if one doesn't exist already. Afterwards they can be re-saved as DXT3 and DXTBmp will preserve the alpha.
EDIT: Actually it appears that DXTBmp adds the alpha when saving as DXT3 as well so I guess the extra 32 bit step isn't necessary. I also found that my new graphics card (7800GS) doesn't seem to care whether or not the textures have alpha, however it was always an issue with my old one. I'd try either DXT3 or 32 bit (888) in DXTBmp and see what happens.
Right Tom. I usually have one high density texture which is 4096x4096 32-bit. It is packed with all my main building textures. Even on large airports it basically is the only texture that is called upon. It is sharp in sim because it does not lose any fidelity. Now I am sure others will argue against this but my results speak for themselves.At least for some of my textures, converting to DXT (any version) leads to a degradation of the quality of the colors - the colors start to shift. Yes, I only convert them once. So for those textures at least, I use the 888 32 bit format, which leaves them exactly as I created them. This is extremely rare for AI aircraft and scenery (too much texture loading), but I do it all the time for flyable aircraft. Beautiful results with my slight weathering and such which does not turn greenish (for example - a common effect of DXT conversion).