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View textures distortion #31780
08/08/04 14:21
08/08/04 14:21
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Grimber Offline OP
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I've probably missed this someplace on the how's whys this happens

View distorts/blurs surfaces so far out from the camera view
(yellow dots follow the edge of the distance where surfaces begin to blur. easiest to see the bluring where the tiles meet ( the black seem lines) )



I know it's not the lighting because it happens on all my levels with or without lights. Not just the defualt camera view as it does it in any way i define and configure a view that I can think of. This mabey a Direct X problem or with GForce FX5200 cards? ( yep i got the latst drivers for it and updated direct X) even tried differnt textures for floors, all still same blur effect.

Or is this a part of the run time engines gouraud shading?


BTW thanks xwgc for the tile texture you posted ( used it on the floor here )
( hallways needs more lighting and details work I know, but its coming along for base structure and general lights for now.)

Re: View textures distortion [Re: Grimber] #31781
08/08/04 14:44
08/08/04 14:44
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Darkstorm Offline
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This is related to anisotropy and mipmapping right? Try playing with d3d_anisotropy, mip_flat and mip_shaded. Just a guess.

Re: View textures distortion [Re: Darkstorm] #31782
08/08/04 14:56
08/08/04 14:56
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Grimber Offline OP
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Awsome, right on the money Jeff, Thanks


After adjusting mip_shaded and d3d_anisotropy. I don't have any flat shaded surfaces for this level, so didn't diddle with that, yet. I don't give stars often, but 5 to you, one of these things that should be in the wiki or some other official FAQ

Last edited by Grimber; 08/08/04 14:59.
Re: View textures distortion [Re: Grimber] #31783
08/09/04 02:21
08/09/04 02:21

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Nice screenshot you got there, Grimber. What settings (mip_shaded and d3d_anisotropy) do you use?

I just want to know.

Re: View textures distortion #31784
08/09/04 07:16
08/09/04 07:16
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Grimber Offline OP
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var d3d_anisotropy = 2;
var mip_shaded = 6;

Re: View textures distortion #31785
08/09/04 10:19
08/09/04 10:19
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Grimber Offline OP
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thanks , am still having problems with lighitng. I hate working with so many bright colored solid textured surfaces. they show off EVERy little thing. a pixeled/texture is easier to work with



Re: View textures distortion [Re: Grimber] #31786
08/09/04 11:00
08/09/04 11:00
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Darkstorm Offline
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Seems like Dan's radiosity method that he used with the 'Clean Room' project would work well here.


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