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Posted: 27 Aug 2006, 01:05
by Rick Piper
Hi Guys
Not sure if i ever mentioned it to DM or not ???.
the trick to avoiding the blurries in FSDS3.
do not use the same texture on parts of a large difference in scale.
not the scale of the part but the scaled amount of the texture.
upto about 2x makes no difference but more makes them blurry in FS
for me it does anyway.
like for instance the engines on my 748 should have had a larger texture but when i did that they blurred so i kept them roughly in scale with the fuselage.
Might be wrong but this is my finding
Regards
Rick

Posted: 27 Aug 2006, 13:55
by MALTBY D
I tried pretty much everything Rick & it's difficult to pin down.
There is something to the sharing of big & small areas of the same texture, but it's not a direct link.
I've had the front fuselage blurred, even after removing all other parts that use that same texture.

(and I didn't miss any)
You can get some control over it by changing the part order in the model. Had different parts blur or be perfect, just through changing the part order around and recompiling.
Seems there's always at least one texture file that gets hit though.
I found it best to include the big texture parts first, leaving any smaller detail parts further down the list. Group any non-textured parts & put all transparent at the end etc.
Doing that I've managed to get it acceptable across all 11 variations of 1-11 model. Makes FSDS3 a real pain for me though.
Most of the time it's also linked to mip maps, but I've had blurred parts even with mips removed!
I like mips on my PC because it looks like there's no anti-aliasing without them.
Interestingly enough, if I put mips back in on the 748 textures, the tail blurs while the rest is perfect. Do you get that too, or is it my PC/vid card?
Had the exact same problem with gmax models I made too, but it's so complex that I couldn't find a workaround.
I'm sure it's just that MakeMDL isn't quite right.
DM
Posted: 27 Aug 2006, 14:01
by Garry Russell
Hi DM
Is the Trident FSDS3?
The reason I ask is I get slight blurring at times....only slight with no mips.
Garry
Posted: 27 Aug 2006, 16:20
by MALTBY D
No, all of the released models are FSDS2 Garry.
Can't be bothered completing the same tedious process with the others.
DM
Posted: 27 Aug 2006, 16:21
by Garry Russell
I thought that. :think: ........but it is strange the slight blurriness at times when I look down almost head on........
Thanks DM
Garry
Posted: 27 Aug 2006, 18:30
by MALTBY D
If it's blurry stuff you only see near head-on, that may be your anisotropic filtering (or whatever it's really called).
You'd see that with all sorts of different models though, usually on the ones with long fuselages.
You'd probably have to increase the video card display quality to get rid of that type of blur.
Or it could always be mips on the sly.
It does say in the FS2004 SDK that it will create its own mips if there are none in the textures. Never noticed it do that myself though. :think:
DM
Posted: 27 Aug 2006, 18:33
by Paul K
Great pictures and a great model too, David. That overhead panel is fabulous! :dance:
Posted: 27 Aug 2006, 18:39
by MALTBY D
Thankyou Paul.

Posted: 27 Aug 2006, 18:43
by Garry Russell
Hi DM
I think what we call mip maps are forecd mipmaps. Sounding like the ones you are referring to are automatic, or so I read recently
I'm sure someone will come along and quote me to point out I'm wrong :sad:
Ah the ole antiseptic thingy........never knew what that did........never knew what it meant.
It is separate on my video card but I thing FS.X gives it as an option
Bilinear...Trilinear again no idea except one has two and the other three. :k: :think: ..and finally Anisotropic thing.
On FS.9 I am on Trilinear
TBH it would be nice to know what they do.
I'll have a look at the settings and see what I get....and DM right about Long fuse, it is only the T3 I get it on and only at extreme angle, also a little more noticeable on the preview in the aircraft select than in the actual game.
Garry
Posted: 27 Aug 2006, 23:04
by hinch
lovely stuff, i can't wait to see some nice flexing wings and maybe even use wingviews for once...
any chance of including a tay650 varient in the future?
