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Gmax Academy tailfin

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Hi Folks. I am doing some simple repaints of the Gmax Academy C-17 Globemaster111. I am using DXTBMP and PSP9. I have made my repaint to the fuselage and wings but the tailfin logo shows up as a smudge. The original fin texture looks different from the rest of the textures. It appears to be a matt grey finish.I have tried copying and pasting a selection from the fuselage and cloning one side of the fin with it but the logo still is smudged and the other original side of the fin now shows the original artwork to be smudged also now. I have also tried simply using the texture from the supplied paintkit and then overwriting the original texture but that does not work either.I am at a loss as to what is different about the tailfin texture that it will not repaint. Has anyone experienced a similar problem or knows why this should be happening.All ideas appreciated.Regards...Kenny

Regards...Ken Greer EGPH

Ken, When you save your texture files in DXTBMP are you telling it to save mipmaps? That can cause parts of a texture - especially something like a logo - to look "smudged". IMS, DXTBMP's default behavior is to save the mipmaps. Try unchecking that box. Here is a screencap if the right side of my screen.http://forums.avsim.net/user_files/181292.jpgTry unchecking the "Include when saving" box in the MipMaps section and saving the texture file that has the tail logo on it. See if that helps.Regards,Bill

  • Author

Hello Bill. Thanks for the quick reply, I appreciate it. Your advice seems to have worked just fine. I quickly painted a red blob on the fin after unchecking the mips box. It has carried through to the sim ok. Not only that but the fin now looks the same as the rest of the a/c. I will carry on and make my proper repaint now.I wondered about the tick in the box but do not know enough about things just yet to go tampering. A bit of advice saves a lot of grief.I asked about this in my VA Teamspeak server but folks were unsure. Now I can advise others.Thanks again.Regards...Kenny

Regards...Ken Greer EGPH

Mip maps are resized versions of the original bmp in one file.Linked from wikipedia, they look something like this:http://upload.wikimedia.org/wikipedia/comm...mple_STS101.jpgThey're designed to improve performance by using the smaller sized versions as you zoom out. AI aircraft and scenery usually have these.. a by product of this is the textures look blurry from certain angles on some graphics cards.Quoted from wikipedia:Each bitmap image of the mipmap set is a version of the main texture, but at a certain reduced level of detail. Although the main texture would still be used when the view is sufficient to render it in full detail, the renderer will switch to a suitable mipmap image (or in fact, interpolate between the two nearest, if trilinear filtering is activated) when the texture is viewed from a distance or at a small size. Rendering speed increases since the number of texture pixels ("texels") being processed can be much lower than with simple textures. Artifacts are reduced since the mipmap images are effectively already anti-aliased, taking some of the burden off the real-time renderer. Scaling down and up is made more efficient with mipmaps as well.http://en.wikipedia.org/wiki/Mipmap

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1dd969ec27.jpg

I have been reading that stuff about mipmaps for years but the only thing I've ever seen mipmaps do is make textures look blurry. It seemed to do that on different video cards and even on FS2K and FS2K4 both.

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