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Train simulator 2019 texture mip
Train simulator 2019 texture mip






  1. Train simulator 2019 texture mip how to#
  2. Train simulator 2019 texture mip full#

Here, the mip bias for the important textures is dropped down to -1.

Train simulator 2019 texture mip full#

Since the mips are smaller than the full image, they will fit onto the surface better, reducing Moiré. Instead of suppressing them, we want to use them to our advantage. This means that suppressing the mip levels worked. As you can see, using remipped textures with the mip bias still set to -3 results in a remarkably similar appearance to the default textures. Just remipping the textures is not enough. So what was this talk about correcting mip levels good for? My object still looks funky! Moiré looks bad enough in the picture - it is much worse while you are moving relative to the object, as the Moiré pattern changes as your relative position changes. It has to throw out some pixels, and which ones it throws out depends on the size of the surface. These concentric patterns occur because the sim is trying to draw a texture onto a surface that is too small. Unfortunately, we're left with another nasty effect. You can see the difference where the strange looking areas are gone. It may not happen on the first mip, but it usually does happen eventually.īefore correcting mip levels was an option, the common solution was (and unfortunately still is, which is part of the reason for this tutorial) to set the mip bias to -3 to basically force the sim to not use the mips until the object would be so far away that you couldn't tell they were messed up. This effectively joins two bricks together. To put it simply, what happens is every so often, the mortar joint falls on one of the rows of pixels slated for removal, and is disappears.

train simulator 2019 texture mip

Since the texture applied is a repetitive one (brick), strange scaling effects can appear when the pattern repeats in pixel lengths that aren't divisible by two. This is the result of makeace's faulty algorithm. Note the strange effects occurring on the edges of the building. Shown here, the object has default textures (as-produced by makeace). So you've produced an object and it's ready for use in MSTS, but it just doesn't look right. The effects I describeĭon't show up in the thumbnails very well. Note: all the images below are thumbnails. If you're still awake, let's get on with the show. This is not a concern, because it is easier to reduce the texture sizeīy 50% and save on resources than to have it present, and not use the Opposite - they switch in smaller mips for larger ones. Switch to mip 1 where it would normally switch to mip 2, switch to mipĢ where it'd switch to mip 3, and so on. To use mip 0 (the main image) out to where it normally would, andĬontinue using it out to where mip 1 would normally end, and then For example, a value of -1 (image 1) tells the sim Integers, but not required) tell the sim to push the current mip back Third one, which represents the mipmap LOD bias. The other value of importance in the textures section is the See that the textures reference this by the first value in those Looking at the example,Īcefile1.ace and acefile2.ace are images 0 and 1 respectively. Immediately following it is a group called 'textures' which defines The images are indexed starting at 0 and counting down. There is a group called 'images' that lists all the image files used on )Let's go over a couple of settings first. In the first mip, you can imagine how the error compounds. The faulty algorithm used by makeace/win merelyĬhooses a predefined pixel (bottom left, but not certain) out of theĬluster and uses that for the pixel in the next mip. Generated by taking a cluster of four pixels (in a 2x2 arrangement) andĪveraging them into one pixel (called a box average). Makeacewin.exe do not generate mips properly. So why do we care? The Kuju-supplied makeace.exe and Little more complicated involving DXT1 and. What this means is that one 'image file'Īctually contains more than 'image'. ace files have built-in MIP maps (which I may refer to as mips, because it's easier). It refers to a sampled-down version of an MIP is short for the Latin Multum In Parvo, which means 'many

train simulator 2019 texture mip

Train simulator 2019 texture mip how to#

While this is farįrom a complete explanation, it will hopefully guide you in the rightĭirection for learning how to determine what settings to use and how to

train simulator 2019 texture mip

How to use MIP levels to your advantage to achieve the best possibleĪppearance for objects in Microsoft Train Simulator 1.0. This will hopefully give some insight into 3DTrains - Add-ons for Microsoft Train Simulator®








Train simulator 2019 texture mip