jojimbo_No_1 0 Posted February 22, 2004 well i think colonelk klink has hit it on the head,ofp needs an overhaul in the texture dept. all we have is these really bad pac and paa textures to work with,whereas games these days use png and tga directly ingame. all we got is texview_11 i cant see bis coming up with the goods,so it might be put up and shut up till ofp2,which will be a whole lot better for our textures.i think i heard somewhere we will be able to have the option NOT to mipmap. i figure that although res is quite up to date as far as the resolution goes,i do have the ability to use 2048 X with my card,obviously i dont,but ofp automatically mipmaps to 256 X 256. i think this is inherent in the engine. and also to do with the size of the addon. but,considering most def vegetation looks blurry anyway,its not such a big deal,as after a few minutes it all comes clear as the player moves about.ahh well. Share this post Link to post Share on other sites
orson 0 Posted May 25, 2005 Dug up this thread because from what i can tell it was the one going in the most positive direction ... and i think it was just dormant rather than dead . Recently ran into this problem again , no matter what i did .. a certain texture remained blurred .. with the lowest MIP level showing instead of the highest one...untill i zoomed in on the texture at which point it cleared up untill bulldozer was re-opened . Here is how i fixed it ... no idea how it works , but it works for me . The texture i was applying was a 1024x1024 TGA to PAC format . This is the texture applied to the single face image removed The same texture after the diagonal ribs were added in 3D and the texture re-applied to the face and these new parts. image removed No idea why this is , but at a guess its forcing a new rendering hierarchy in the mipmaps, hope this helps . *apply the texture to more than one face or object for clear textures . Share this post Link to post Share on other sites