JLV Fence issue
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- Posts: 8
- Joined: Sun Aug 29, 2021 12:57 pm
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JLV Fence issue
so the jlv fence is fine up close but when it's just a tiny but far away it almost turns invisible, is there anything i can do to fix this? maybe some graphic settings?
Re: JLV Fence issue
Try turning on anisotropic filtering in your graphics driver. You can also help it with custom mipmaps but that's kind of tricky to do.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
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- Posts: 8
- Joined: Sun Aug 29, 2021 12:57 pm
- Team: Privateer
Re: JLV Fence issue
Okay thanks i'll try later today
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- Posts: 8
- Joined: Sun Aug 29, 2021 12:57 pm
- Team: Privateer
Re: JLV Fence issue
It is already on but here is a image that shows the problem
it's because i could not figure out how to add new banners myself and i like the stock ones if they worked right
Re: JLV Fence issue
Yeah, the game rejects pixels under 75% opaque, so the fence gets lost at less detailed mip levels. The fence is roughly 50-50 solid vs. clear, so as it gets averaged down for the mipmaps it winds up 50% opaque which is below the alpha test threshold.
You could make a custom mipmap where you use the alpha value for the most opaque pixel instead of the average opacity. In that case it'd go solid instead of clear at a distance.
Making it do the right thing (i.e. draw the fence as 50% opaque at a distance) is actually a really tough problem since for it to work correctly the polygons have to be drawn back to front, which is really difficult with modern GPUs since it's hard to do in a parallel way.
You could make a custom mipmap where you use the alpha value for the most opaque pixel instead of the average opacity. In that case it'd go solid instead of clear at a distance.
Making it do the right thing (i.e. draw the fence as 50% opaque at a distance) is actually a really tough problem since for it to work correctly the polygons have to be drawn back to front, which is really difficult with modern GPUs since it's hard to do in a parallel way.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
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- Posts: 8
- Joined: Sun Aug 29, 2021 12:57 pm
- Team: Privateer
Re: JLV Fence issue
Damn okay thanks anywayjlv wrote: ↑Thu Sep 02, 2021 1:03 am Yeah, the game rejects pixels under 75% opaque, so the fence gets lost at less detailed mip levels. The fence is roughly 50-50 solid vs. clear, so as it gets averaged down for the mipmaps it winds up 50% opaque which is below the alpha test threshold.
You could make a custom mipmap where you use the alpha value for the most opaque pixel instead of the average opacity. In that case it'd go solid instead of clear at a distance.
Making it do the right thing (i.e. draw the fence as 50% opaque at a distance) is actually a really tough problem since for it to work correctly the polygons have to be drawn back to front, which is really difficult with modern GPUs since it's hard to do in a parallel way.
Re: JLV Fence issue
Just realized I already have a custom mipmap for that. If you edit this, make sure you keep the png comment "[mip_custom]". That tells the game the image has a custom mipmap.
https://mxsimulator.com/junk/snowfenceplastic.png
https://mxsimulator.com/junk/snowfenceplastic.png
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.