Whole Map Texture
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yzmxer608
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Re: Whole Map Texture
67000x67000 is way to high. I think Kawasaki Test Track did it this way (I'm not 100% sure though) and that has 4096x4096. Above that I don't think you will get much better detail.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
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cpt_Slow
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Re: Whole Map Texture
Please forgive my ignorance if I'm being dumb here but I thought "Ground Texture Resolution" capped decals at a max of 1024X1024 anyway? And most people have it set at 256X256. So making one large decal at 4096X4096 would be pointless as it would be reduced to 256X256 anyway. Or am I getting the wrong end of the stick here?
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ddmx
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Re: Whole Map Texture
We forgive you.cpt_Slow wrote:Please forgive my ignorance if I'm being dumb here but I thought "Ground Texture Resolution" capped decals at a max of 1024X1024 anyway? And most people have it set at 256X256. So making one large decal at 4096X4096 would be pointless as it would be reduced to 256X256 anyway. Or am I getting the wrong end of the stick here?
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cpt_Slow
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Re: Whole Map Texture
I'm not sure I believe you.... to prove it you could always use your power to make it sound exceptionally intelligent? 
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ddmx
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Re: Whole Map Texture
As it is understood in the vast complexity of my mind, I would be confident in sharing that the ground texture resolution applies solely to the decals that are at a specific distance from the rider, herein referred to as X. It would seem that no matter how far you are from the decals center, distance X; at low levels of "gtr" the decal appears blurry to the naked eye. At levels of the "gtr" unknown to the slow computer, the decals always appear at full resolution, neglecting the fact that you may have the setting turned down. Furthermore, take for instance Kawasaki test track. Even with gtr levels set at 128, the track still contains definition as if no "gtr" was taking effect. It should be known however, that I have as much brain capacity on the subject of "gtr" as I do on the matters of global economics, which would lead one to simply ignore the information previously stated here-within.
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jlv
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Re: Whole Map Texture
The decal resolution is controlled by the poorly named "model texture detail". So if you have a 1024x1024 decal and model texture detail set to 9, the texture will be downsampled to 512x512.
"ground texture resolution" controls how the resolution of the textures the decals are rendered on. The highest res ground textures cover 2x2 points in the height field. So if the scale is set to 2 feet, and the ground tex res is 128x128, the ground texture has 32 pixels per foot (128 pixels / (2 points * 2 feet)).
So for those settings, anything over 32 pixels/foot in the decal is wasted. That means a 512 pixel decal should be at least 16 feet to avoid wasting resolution (512/16=32).
"ground texture resolution" controls how the resolution of the textures the decals are rendered on. The highest res ground textures cover 2x2 points in the height field. So if the scale is set to 2 feet, and the ground tex res is 128x128, the ground texture has 32 pixels per foot (128 pixels / (2 points * 2 feet)).
So for those settings, anything over 32 pixels/foot in the decal is wasted. That means a 512 pixel decal should be at least 16 feet to avoid wasting resolution (512/16=32).
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Garasaki
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Re: Whole Map Texture
toooooooo complicated toooooooooooo understand.......
Must make....hip jumps..................
Must make....hip jumps..................

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