Hi. I've made a fix for the issue I had mentioned in an earlier post, clearly visible on many parts of the track. Textures that are being viewed at a low angle and therefore get geometrically distorted - such as tracks or roads or any terrain, need MipMaps (smaller copies of itself added to the texture) for Anisotropic filtering to work correctly - this trackside gravel and grass texture was flickering horribly. Indeed the texture does not have mipmaps, so I've added them. Flickering is gone and the texture gets filtered smoothly in the distance. Enjoy! Original Post: I'm quite happy with the Wherry Lines 2.0 Upgrade, though there's something I do not like, maybe someone has some advice for me. These gravel textures do not seem to have mipmaps, and are flickering terribly, the Anisotropic filter does not work on them. It looks like it's a NEAREST instead of ANISOTROPIC filtering... (The inner ballast belonging to the tracks is fine.) Anyone else experienced this?
Finally found an easy way to do this kinda stuff. RSBinTool does not allow you to change the texture's properties, so a workaround was needed by creating TgPcDx templates for different textures (size, compression, mipmaps can't be changed otherwise - only the image itself).
Thanks for this, this is the kind of things I don't understand why a developer special if they are charging money for it, let go under the carpet ..... People pike you always save the community
You're welcome and thank you for the feedback. I'm currently converting the textures on BMG's Welsh Marches - I wondered if it's only me noticing the tracks' and ground textures' flickering Moiré patterns? I'm not running a high-end system - maybe on 4K with some FPS-hungry high end AA this is not visible - but having mipmaps in your textures will keep the visuals smooth on every hardware without losing quality. I've also redone textures for ETS2 3rd party maps (this is a quick 5-seconds-per-file process because textures are saved as plain .dds files and don't need to be exported/imported to TgPcDx container (which is in ETS2 terms a combined .tobj/.dds file). And as adding MipMaps will only increase the size of the texture file by x1.3 (1+1/4+1/16... etc), there's nothing really to be gained by omitting them other than a few megabytes spared - actually it's quite the opposite. A downsampling process which is done once by good graphics software and stored in the texture file, vs workload on the GPU for repeating that process on EACH frame rendered. MipMapping not only removes unwanted artifacts but also contributes to higher FPS without the need of more powerful hardware. I think it was a small mistake on AP's side, as this texture clearly stood out from the rest. Tech details: https://en.wikipedia.org/wiki/Mipmap
You are very welcome, yes i can see as well the track flickers and the textures are kind blurry it's very wierd.... If you can fix even better