17 hours ago17 hr Hi All,I've understood right from my very FS2004 beginning that scenery object textures should always be mipped because such objects are structurally viewd from different distances.However, what about AI aircraft textures, which I have almost always mipped for the same reason, e.g. when parked at airports/airfields or when they become visible around your flyable aircraft ?Are there any rules on this subject ? Does it make any difference if these textures are DXT1 or DXT3, especially for AI aircraft ?Any comments are welcome.Hans
8 hours ago8 hr I prefer to have my AI with DXT3 mipped textures. The only exception is with propeller textures, which I leave in 32-bit (DXT3 doesn't deal well with gradients as 32-bit or DXT5). Make sure your textures have an alpha channel. You may use DxtFixerX for that. Best regards,Luis Hernández Main rig: self built, AMD Ryzen 7 5700X3D (with SMT off and CO -50 mV), 2x16 GB DDR4-3200 RAM, Nvidia RTX 5060Ti 16GB, 256 GB M.2 SSD (OS+apps) + 2x1 TB SATA III SSD (sims) + 1 TB 7200 rpm HDD (storage), ID-Cooling SE-224-XTS air cooler, Viewsonic VX2458-MHD 1920x1080@120-144 Hz (G-sync compatible), Windows 11. Running P3D v5.4 (with v4.5 scenery objects as an additional library, just in case), FSX-SE, MSFS2020, MSFS2024 and even FS9! Lossless Scaling for all my sims. What a godsend...Mobile rig: ASUS Zenbook UM425QA (AMD Ryzen 7 5800H APU @3.2 GHz and boost disabled, 1 TB M.2 SSD, 16 GB RAM, Windows 11 Pro). Running FS9 there .VKB Gladiator NXT Premium Left + GNX THQ as primary controllers. Xbox Series X|S wireless controller as standby/mobile.
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