Code: Select all
nvdxt -file *.tga -dxt3 -nomipmaps
Code: Select all
nvdxt -file *.tga -dxt3 -nomipmaps
Yeps, that's what my comment was aimed at. I should have been more clear ... but here I was already doing three things at once when it occurred to me that the embedded mipmaps might be related to the problem you were having.Gumboots wrote:Aha! This just reminded me. I bet the problem I was having back here with some boxcar skins was due to the mipmap thing.
viewtopic.php?f=67&t=811&start=170#p42039
I'll do them again and see if it fixes the problem.
I've never encountered any problems with your Cabooses (I luvs them), but I sometimes wonder if the game's camera based on distance is calling the right mipmap (be it loose or embedded). Even if I completely disable mipmapping in the video preferences, it seems to sometimes call the smallest texture. But this may be related to over-all GPU load when a man has 100+ trains running on a 1024x1024 map.Gumboots wrote:Ok. Didn't notice that, but I did check the skins at night and there were no alpha problems, AFAICT. If you've found any problems with the visuals, let me know and I'll re-do the pack.
The nVidia plugin for Photoshop has an option to disable generating mips. I just forgot to select it.
Maybe for a first-class car they are ok, but the volume of passenger traffic that RT3 has in the early years surely cannot be made up of all first-class passengers. Or maybe the history books are wrong and there were lots of rich folks back then. . . .Gumboots wrote:They were usually not quite so over the top curvy either, and had smaller windows than the RT3 glasshouses.
Hadn't thought of it that way. I could trick it out in blue and gold and call it the King Tut Special.RulerofRails wrote:At first glance the mash-up looked like a coffin car to me.