• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Texture sizes

bpahe

Resource contributor
Messages
335
Country
sweden
Hi everyone!

Which is preferable - large textures (bitmaps 1024x1024) "covering" many buildings, or many smaller textures (256 or 512 square) - one per building? The buildings are of approximatly the same size (i.e. no terminals combined with toolsheds). One of the reasons for asking is that I have a problem with a small sign which is blurred until you zoom it real close and then zoom out again - the texture on this one covers some 10% of a 512x512 bitmap.

I would really like to find out what you think - so this is not a cry for help... Fewer large bitmaps or several small ones?

Opinions?

/hans
 
Last edited:
Hi Hans,

Difficult question. I think in general it is better to combine them as much as possible, as that will require in less loading files from the HD. But how big the influence on the performance really is I don't know.

About your blurry problem. Could it be that you are using the same texture on another part in the same scene? In that case it could very well be that the scale in the texture list is wrong, as it needs to be different for both parts. When the scale is wrong it could result in the wrong mipmap being loaded.
 
arno said:
About your blurry problem. Could it be that you are using the same texture on another part in the same scene? In that case it could very well be that the scale in the texture list is wrong, as it needs to be different for both parts. When the scale is wrong it could result in the wrong mipmap being loaded.

Hi!

Well, the problem right now is that it is the only object that is using that texture, in fact it is the only textured object in the whole scenery...

/hans
 
Hmm, I thought GMax always calculated the scale correct. Maybe you could check that? Just to be sure we can rule out this cause of blury textures.
 
Back
Top