• 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.

Ground texture Mipmaps

Messages
1,269
Country
us-northcarolina
Hey guys,

Working on a ground model for KLHZ... as you can see in the pic, the mipmaps look like garbage on the runway edges. Any suggestions?
 

Attachments

  • mipmaps.jpg
    mipmaps.jpg
    63.5 KB · Views: 672
You could try without ny Mips.

Alternatively ... what sort of filtering are you using.

Aneisotropic filtering will minimise this effect.
 
I was told that if one set of textures in a group is without mips, it makes all the mipped textures act funny.... (and mip way low even up close) ... i thought all or none had to have mips...

what it DOES look like is your mipmap quality might be set too low. (just a guess) if thats set anything but maximum (in fs9 its 8 i think) it over mips things and makes them blur close to the eyepoint.

just guessing.... hope it helps
 
HCornea- I'm using bilinear, as I probably wouldn't be able to get very good frames with anything higher. Also, I've tried doing it without mipmaps and it makes it look much worse :o

Ed- I'm using FSX so there isn't really a "MipMap quality" slider...
 
Hi,
I think if you don't use mipmap for your ground poly with satellite photo, this can cause problem. Since mipmap was applied to other texture sheets except this group of texture cause confusion to engine to choose which one to be use, I guess.
Try mipmap all the texture you have, and see if it helps.
Regards,
Tic
 
Hi,
I think if you don't use mipmap for your ground poly with satellite photo, this can cause problem. Since mipmap was applied to other texture sheets except this group of texture cause confusion to engine to choose which one to be use, I guess.
Try mipmap all the texture you have, and see if it helps.
Regards,
Tic

The ground photo is in FSX via resample to a bgl, so there isn't a texture. That being said, I have wanted to learn for quite some time how the "big guys" do it..
 
Hi,

So the screenshot in the first thread is showing a resample BGL? In that case it will not be the mipmaps. It probably depends on your settings that display at which distance which resolution of the resample is shown.
 
Back
Top