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Texture swimming at some airports (FlyTampa)....ARGH!

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My ideas have nothing to do with display settings or video cards, etc. Everything I can deduce from your info suggests a specific problem with the Tampa scenery and/or some other scenery for this area; like terrain mesh, etc., since this anomaly usually suggests elevation conflicts.I have one thing I'd like you to do. This might give us a better understanding of just what it is you see. Using the World menu, "Go to" CYLT, which is Alert in the Canadian High Arctic. Take off with a light plane and then fly around and try to land on the runway. Notice how it seems the runway is floating and including some of the textures, also appears to move around a bit. Is this what you are seeing in your Tampa scenery?

  • Author

>My ideas have nothing to do with display settings or video>cards, etc. Everything I can deduce from your info suggests a>specific problem with the Tampa scenery and/or some other>scenery for this area; like terrain mesh, etc., since this>anomaly usually suggests elevation conflicts.>>I have one thing I'd like you to do. This might give us a>better understanding of just what it is you see. Using the>World menu, "Go to" CYLT, which is Alert in the Canadian High>Arctic. Take off with a light plane and then fly around and>try to land on the runway. Notice how it seems the runway is>floating and including some of the textures, also appears to>move around a bit. Is this what you are seeing in your Tampa>scenery?I did what you suggested and noticed the "wierdness" at that airport but that isn't what I am tlaking about. What I am seeing at the FT sceneries is a sort of swimming-shimmering (I guess shimmering would be another way to describe it).I'm gonna keep messing around with it and see if I can fix it. Thx for the suggestion though. :)

Ark

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I9 9900K @ 5ghz / 32GB G.Skill (Samsung B) / Aorus Master Mobo / EVGA GTX 2080Ti FTW 3

Ok, that settles the elevation conflict idea, I think! What is happening at Alert, by the way, has to do with convergence of the lines of latitude and longitude at the poles with respect to how FS terrain mesh is laid down. Antartica airports do much the same thing.If you 'open' or view the Tampa textures with a program other than FS, do they seem to be alright? This might help to establish if it's a FS thing in which case there may indeed be some sort of setting that can be tweaked.Have you mentioned this to the FlyTampa design team?

  • Author

>Ok, that settles the elevation conflict idea, I think! >>What is happening at Alert, by the way, has to do with>convergence of the lines of latitude and longitude at the>poles with respect to how FS terrain mesh is laid down.>Antartica airports do much the same thing.>>If you 'open' or view the Tampa textures with a program other>than FS, do they seem to be alright? This might help to>establish if it's a FS thing in which case there may indeed be>some sort of setting that can be tweaked.>>Have you mentioned this to the FlyTampa design team?Yeah, the issue at CYLT was wierd, never seen that before (I usually just fly in the U.S. and BWI).I tired to login in over at the FT forums but I can't seem too but I'm going to keep trying. I also checked their forums for the sceneries I am using but haven't seen anybody with a similar problem. Maybe somebody is having a similar issue with one of their other sceneries though.

Ark

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I9 9900K @ 5ghz / 32GB G.Skill (Samsung B) / Aorus Master Mobo / EVGA GTX 2080Ti FTW 3

I have the same problem with shimmering. FLyTampa SFO looks terrible...:( So far I didn't found a way to fix it. I've ATI 9800XT.

Just an idea, but, have a look at the textures with imagetool to see if they have mipmaps. Oftentimes mipmaps are not included in the image. If not, you sometimes get texture swimming or swirling, I call it. This can happen if parts of a texture are hand drawn as I've experienced with my own scenery design. If the texture in question does not have mipmaps, add them, then go back to the scenery and see if that particular building or structure still has the swimming effect. If it has no positive effect, you can always extract the mipmaps, but I find it easier to just make a backup copy first.Good luck, and I'd like to hear how you make out.AdamP.S. you can try different formats like 8-bit with/without mips and or DXT1 w/w out. In the latest scenery I'm making, I used 16 bit with no mips for my terminal building. It had the best result.

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