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Guest luissa

Blinking photoreal textures

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Hello, I'm trying to go beyond 4.8 m/pix photorealistic texture resolution. I use textures with 1m/pix resolution. I created in gmax 16 512x512m polygons which are covered with 512x512 textures. All 16 polygons are located 5 cm ( 0.05 m ) over the default terrain. Terrain is flattened and scenery exluded ( bgl's were created in FSSC )Everything is ok on ground and altidues around 2000 ft but with icreasing altitude photoreal textures are starting to blink and default terrain is showing up creating big mess. Blinking is very fast :-( When plane is not moving ( when on pause ) blinking stops but every slight movement brings mess up.I had tried various texture formats such as dxt3 with/without mip maps and pure 32 bit - but with no results.I testes scenery on 2 computers - one with redeon 9600xt card and socond with tnt2 ultra card - on both bliking occured.please help - is there maybe better way to cover ground with high-resulution photos ( resolution around 1m/pix ) here is screen on ground and low altitude ( approach ) - everything okenter.net.pl/www/ericson/Clipboard02.jpgenter.net.pl/www/ericson/Clipboard03.jpghere is mess seen from 7500 ft msl enter.net.pl/www/ericson/Clipboard01.jpgregardsEricson

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Hi,There are programs that can do that. Search this forum with the word TexPoly or LaboMesh.I do not know the reason for your problem (sorry). I am adding this function to Sbuilder. I can generate tilted polygons and now I am looking to the texturing. If I find something I will share it here.Regards, Luis

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Howdy,I've never experimented with this myself but wonder whether it has to do with the "jittery" terrain display of FS. I often notice this when working on AI ships: all my water surfaces are LWM polys with fixed elevations yet, when approaching rapidly from a distance, those surfaces change elevations several times before settling to their defined value. These changes are small but more than the 5cm your textures hover above the flattens, which might cause the default land class to show instead. Just a theory, though, and no solution that I know of. But TexPoly and LaboMesh indeed seem to be the tools to explore for this: http://perso.wanadoo.fr/p.dumat/htm/fs2004.htm and http://perso.wanadoo.fr/p.dumat/htm/tutos.htmCheers, Holger

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Hi,We are placing runways on flatten zones without problems. May be the difference is in the calling order for the textured polygon and the terrain. In FS2000 I used LayerCall() to do this as in:http://forums.avsim.net/dcboard.php?az=sho...g_id=6620&page=I am trying to use this technique associated to normal photo scenery. By this I mean to generate both 4.8m res photo tiles and high res photo tiles from the same Bitmap. This will probably reduce the flicker effect if we do not discover a workaround.One of my concerns will be the matching of the terrain with the surroundings. Say that I want to generate a single LOD13 square. Say that my mesh is LOD10. If I am using tilted triangles (using LWM Poly3) and I want a perfect mesh match I would need to texture 2048 triangles and to generate 2048 LWM tilted triangles. I am thinking in using LOD8 resolution which will bring down the number of triangles to 128. Therefore I must restrict the technique to regions with small mountains.Luis

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I am not familiar with Gmax, but I see this as a layering problem in the graphics card.Why not put the textures (Standard DXT1:s) on scasm polygones, then you can use the scasm z-buffer command to tell the graphics card that there is a layer difference.This is the standard way of using ground polygones that will not give flicker.I.m.h.o. G-max does not give you an edge over scasm when it comes to textured ground polys over flattened ground. Now it seems the graphic card does not understand what should be shown on top of what and then the flickering occurs.

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I would say it looks like a flatten problem, but you say that you have it flattened already. Could it be that the flatten area is too small and one you get high enough that the lower LOD altitude data creates this effect?Btw, if you want to create ground polygons like this, it is better to use the Fs2002 gamepack of GMax and then tweak it to use the LayerCall command. In that case you don't have to place it 5 cm from the ground, as it will be seen as ground polygons.

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I've written Ericson in separate form. Any how, Arno it seems to me that the clue looks follows:"ADDCAT OBJECT_0_SCALE, X" (asm)It's yours ;)

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>Any how, Arno it seems to me that the clue looks follows:>"ADDCAT OBJECT_0_SCALE, X" (asm)>It's yours Yes, but that command only works with the Fs2002 gamepack of GMax, you can't use it with the new gamepack. So for ground polygons I think it is better to still use the old one.

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Hello ,I would like to say "thank you" :-) to everyone participating in this topic , specially TMW & Arno. Thanks to your hints problem is gone and I can contiune with further design :D Method "ADDCAT OBJECT_0_SCALE, X" combined with fs2002 gamepack is the solution.regardsEricson

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>Method "ADDCAT OBJECT_0_SCALE, X" combined with fs2002Hi,Where could I get a description of what this command does? Using SCASM words I tried PerspectiveCall() and LayerCall(). I would like to place a phototile, then a flatten, then a runway. The best that I can get is with a negative layer number. Then the runway does not blink!Regards, LuisHeader( 1 40 38 -8 -10 )LatRange( 38 40 ); High Resolution Photo # 1Area( B 38.79821777 -9.14794922 50 )LayerCall( :lcall -4 )Jump( : ):lcallRefPoint( 2 :return 1 38.79821777 -9.14794922 E= 0 v1= 25000 v2= 1200 )BGLVersion( 0800 )TextureList( 0 6 FF 255 255 255 0 50.000000 012112110221311_1024_Sp.bmp 256 FF 255 255 255 0 50.000000 012112110221311_1024_Lm.bmp 6 FF 255 255 255 0 50.000000 012112110221311_1024_Fa.bmp 256 FF 255 255 255 0 50.000000 012112110221311_1024_Lm.bmp 6 FF 255 255 255 0 50.000000 012112110221311_1024_Hw.bmp 256 FF 255 255 255 0 50.000000 012112110221311_1024_Lm.bmp 6 FF 255 255 255 0 50.000000 012112110221311_1024_Su.bmp 256 FF 255 255 255 0 50.000000 012112110221311_1024_Lm.bmp )MaterialList( 0 0.10 0.80 0.20 1.00 0.00 0.00 0.00 1.00 0.00 0.00 0.00 1.00 0.00 0.00 0.00 1.00 0.00 )VertexList( 0 -635.5412 0110.00000 -611.5540 0.0 1.0 0.0 0.000 0.000 ; vertex #000 -476.6559 0121.00000 -611.5540 0.0 1.0 0.0 0.125 0.000 ; vertex #001 -317.7706 0130.00000 -611.5540 0.0 1.0 0.0 0.250 0.000 ; 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Hi Luis,ADDCAT is just the BGLC name for the LayerCall command. So it is the same command you are using here.Using the negative layer is interesting, I have never seen that before :). How did you place your runway? As I have never had trouble with a polygon at layer 4 or 8 and a runway.

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>Using the negative layer is interesting, I have never seen>that before :). How did you place your runway? As I have never>had trouble with a polygon at layer 4 or 8 and a runway.Hi Arno,Sorry. I was wrong! With the negative number, only the VTP photos show. I thought I was seeing the high resolution ones.Luis

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