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Texture problem

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783
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norway
Hi all,

:banghead: again. :o

I got a problem with how my bridge textures shows up in FS9. In gmax I use a 512x512 24 bit bmp multitexture (like in the house tutorial), and UUW unwrap the road. The roads sections on my bridges are "standard" 25 to 40m sections, texturing job done. Then I use the array function to make the span, weld the vertices, and finally use the Bend modifier.

The final texture for the FS addon folder is 512x512, 16bit, DXT1 with mipmaps.

I suspect the UUW unwrapper being the problem. Should I use a separate, single texture for the road surface?
 
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Is this only from far away or when you get closer to that end of the bridge does it still look strange? From the picture it looks like a mipmap problem mainly.
 
I see this only close-up and low, like in the picture. Far away it is all right. In Imagetool I use "Create Mipmaps", then I convert it to DXT1. I was also thinking about mipmaps, could it be the ATI Catalyst? Got the mipmap slider on full there, anisotropic filtering is "application controlled", AA is manually set to 4x. The problem has remained the same with all ATI drivers anyway.

In FS9 AA is disabled, and I use trilinear filtering. Maybe I should ask if other users with Nvidia cards sees this problem?

Andrew
 
Humm, ok, but I mean when you fly forward from the position shown in the picture, does the blurry part move forward as well? Or does it stay at the position shown in the picture.
 
Try the texture without mipmaps, I also have a nvidia card, and experience this effect, but I dont know if it is related to the Nvidia card, I though that is what mipmaps where suppose to do??

Stevo
 
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I just had a kamikaze flight with the B1900C to check if the problem was not only in slew mode. :eek:

Well it was the same, the blurry part moving forward as I fly forward. I notice on other bridges, it is not like this. I checked those texures with TView, and they are also DXT1 texures, the only difference being the amount of mipmaps maybe?

I`ll do some :stirthepo , like trying without mipmaps, or using fewer mipmaps in Imagetool.

Andrew
 
Thx for all the tips!

But my :stirthepo is still to no avail. I also experimented with Anisotropic filtering, but the problem remains. :ziplip:

I still want to try with a separate road texture, if I can find a way to replace it without having to re-model the road. If not...I`ll leave it as is...I have not heard any complaints from the users yet. :mischievo

Andrew
 
Hi Andrew,

If you open your texture in ImageTool, how do the mipmaps then look? Can you see the distortion with the different tones of gray already there?
 
Hi Arno,

Yes, I can se small distortions on mipmap 2 of eight. But only at the road sides, not at the top and bottom, and I guess its not this one I see close-up, it has to be mip1 (the biggest one). Thinking about this, and reading another thread here, the way I use elements is a sort of tiling - from the same part of my multitexture. The main span sections has one UUW unwrap, the ramps another UUW unwrap, maybe with not the exact same adjustmets made in the UUW Unwrap texture edit window. Hummm :scratchch

I will try two things: First, replace the road texture in the multitexture, because I know I have edited it a lot. Second, re-make the road on one of my bridges (got frozen spare sections in gmax), re-texture it with a separate road texture (the ends of the road will always be the same then)...and hope that does the magic. :wizard:

Andrew
 
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