• 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.

CorrectTexScale

Status
Not open for further replies.

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Messages
33,479
Country
netherlands
Sometimes the textures applied on a GMax object appear a bit blurry when you look at them in FS. This is because the higher mipmaps are not selected, until you are already very close.

The selection of the mipmaps is determined by the scale set in the TEXURE_LIST. If this scale is wrong, the correct mipmap will not show on time. Unfortunately MakeMDL does not always calculate this value correct and in general the value is too low. This causes the blurry textures.

CorrectTexScale reads your ASM source file and then calculates the correct value of the texture scale for each texture used in your scene. When you start the tool just select the _0.asm file and start it. Once it is finished the file text box will be empty again.

After that you can recompile your object with the changed ASM file and place it into the scenery like you normally do.
 

Attachments

  • CorrectTexScale.zip
    8.1 KB · Views: 720
Last edited:
This functionality is now also available in the MDL Tweaker II tool. So if you are using the Fs2004 MDL format I would advice that tool, instead of CorrectTexScale.
 
Status
Not open for further replies.
Back
Top