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Fuzzy textures in the distance (Anyone know how to fix this??)
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Topic: Fuzzy textures in the distance (Anyone know how to fix this??) (Read 6098 times)
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Tekhead
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Posts: 1110
Fuzzy textures in the distance (Anyone know how to fix this??)
«
on:
2004-08-27, 00:44 »
http://dl.downloadhosting.com/download/tek.../Q3Distance.jpg
This level looks the same in vq3 too - it's not gen-specific. Any advice on how to make the ramp trim look smooth?
(the map is pjw3tourney4_b1 btw)
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Last Edit: 2004-08-27, 00:45 by Tekhead
»
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Phoenix
Bird of Fire
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Posts: 8814
Re: Fuzzy textures in the distance
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Reply #1 on:
2004-08-27, 01:28 »
Looks like it might be mipmap falloff causing that. Do you have a copy of the map I could look at?
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I fly into the night, on wings of fire burning bright...
Tekhead
Elite
Posts: 1110
Re: Fuzzy textures in the distance
«
Reply #2 on:
2004-08-27, 02:00 »
Sure.
http://www.fileplanet.com/dl.aspx?/planetq...tourney4_b1.zip
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Tabun
Pixel Procrastinator
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Posts: 3330
Re: Fuzzy textures in the distance
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Reply #3 on:
2004-08-27, 02:11 »
Aye, it's mipmapping alright. Me, I can set that using my ati vid-driver control panel.. dunno how it works for nvidia drivers..
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Tabun
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Morituri Nolumus Mori
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Tekhead
Elite
Posts: 1110
Re: Fuzzy textures in the distance
«
Reply #4 on:
2004-08-27, 02:15 »
So... this a map, Quake3 or a video card setting issue?
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Angst
Rabid Doomer
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Posts: 1011
Re: Fuzzy textures in the distance
«
Reply #5 on:
2004-08-27, 02:53 »
that's a video card setting, iirc, ati cards have a slider for quality vs speed. I tend to set the quality higher. I THINK that's what tab's talking about. As I always set the quality high, I don't have the problem you're having
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"Who says a chainsaw isn't a ranged weapon?"
Woodsman
Icon of Booze
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Posts: 827
Re: Fuzzy textures in the distance
«
Reply #6 on:
2004-08-27, 02:58 »
nothing is wrong your just somehow playing gen on a Playstation 2.
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Phoenix
Bird of Fire
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Posts: 8814
Re: Fuzzy textures in the distance
«
Reply #7 on:
2004-08-27, 06:27 »
Confirmed. It's definitely settings for your vid driver. I tested it out with r_colormiplevels 1 and I saw very little mipmap falloff with my settings, and the texturing looked fine. I have mipmap bias set insanely low through Riva Tuner so that I don't have to set my anisotropic filtering as high to get cleaner textures. I get a little moire that way, but I prefer a slight moire over having to choose between blurry textures and crawling framerates.
If you want to, try running with and without r_colormiplevels 1 (requires a vid restart) and compare the colors to this screenshot. If you see a lot of strong colors right where your texture clarity is dividing harshly then you need to tweak some settings.
Without colored mips
With colored mips
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