Scenario Base Texture

marcogavazzeni

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I'm building the new base for ASVI obiter 2016, I was thinking of doing two texture packs for buildings, one in 512 and one in 1024, and to the version of "Night" .I realized that the textures compressed in DTX1 but with correct dimensions are less beautiful qualitatively speaking, the textures compressed in DTX1 but with the wrong size are best beautiful qualitatively speaking.Obviously those with correct sizes are also lighter.

1024 x 1024 DXT1 512Kb
xhdZ3n5.png


1023 x 1024 DXT1 3070Kb
8gjvQ5W.png


1024 x 1024 DXT1 512Kb
wWNwhJt.png


1023 x 1024 DXT1 3070Kb
vtzH50q.png


1024 x 1024 DXT1 512Kb
ANvKlFr.png


1023 x 1024 DXT1 3070Kb
4cCaoSx.png


The performance is equal, 200 fps more or less, the tiles are level 19.
 
Nice job marcogavazzeni but I think two of those images need to be :censored: :lol:
 
I realized that the textures compressed in DTX1 but with correct dimensions are less beautiful qualitatively speaking,

Hello,

Less beautiful ? Looking at your pictures, 1023x1024 are blurred/smoothed compared to 1024x1024. Not more not less.

:)
 
Nice job marcogavazzeni but I think two of those images need to be :censored: :lol:

I don't know why you'd have to :censored: the fingers of the UMmu figure's hand. ;)
 
Hello,

Less beautiful ? Looking at your pictures, 1023x1024 are blurred/smoothed compared to 1024x1024. Not more not less.

:)

Maybe in the picture does not look good


1024x1024
QWJDN0V.png


1023x1024
R2ec3TH.png


Consider that each building has only a part of the texture:

this mesh
base02.msh
xFsTUwl.png


uses this texture
base02.dds
7JtPhOh.png


and this texture
base02_n.msh
P7L3kDU.png


In .cfg files I will

MESH
base02 FILE
TEX base02
etc.
END

---------- Post added at 10:28 AM ---------- Previous post was at 10:22 AM ----------

I don't know why you'd have to :censored: the fingers of the UMmu figure's hand. ;)


Sorry I had not noticed it ......

:facepalm:
 
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Hello marcogavazzeni,

Most generally: nice work on your ASVI base.

Still working on night lights i'll be interest to know if you solved this:

http://www.orbiter-forum.com/showthread.php?p=551103&postcount=4247

I don't use actually D3D9 but i will someday.

good day.

note: about the comparison between the 2013/2014, i'm not sure that i understand your answer. Yes: it can be necessary to see the complete scene in Orbiter to judge.

Nevertheless: do you have an explanation about the difference in ko ( 512/3070 !!! for example ) between the two sets ?
 
Hello marcogavazzeni,

Most generally: nice work on your ASVI base.

thank you!! :tiphat:

Still working on night lights i'll be interest to know if you solved this:

http://www.orbiter-forum.com/showthread.php?p=551103&postcount=4247

I solved it by loading the previous version.:lol:

I don't use actually D3D9 but i will someday.

good day.

note: about the comparison between the 2013/2014, i'm not sure that i understand your answer. Yes: it can be necessary to see the complete scene in Orbiter to judge.

Nevertheless: do you have an explanation about the difference in ko ( 512/3070 !!! for example ) between the two sets ?

The difference can also be seen without the use of D3D9, is evident especially when loading textures in "night" mode due to the gradients and shadows, I believe that using GIMP to compress formed DXT1 texture is the cause....if I compress a texture from bmp format ---->dds format.

4096x4096(big big big!!!)
bmp 24 (49.153kb) to dds dxt1 (8.193kb)
48 fps without d3d9
jYSfmIT.jpg


1024x1024
bmp 24 (3.073kb) to dds dxt1 (513kb)
50 fps without d3d9
zERk4m0.jpg


513x513
bmp 24 (772kb) to dds dxt1 (772kb)
50 fps without d3d9
Nothing appears......:facepalm:
m2Kbzlx.jpg


513x513
bmp 32 (1.029kb) to dds dxt1 (1.029kb)
48 fps without d3d9
4iFti6l.jpg


1024x1025
bmp 32 (4.097kb) to dds dxt1 (4.101kb)
50 fps without d3d9
MbhCnp1.jpg


So when GIMP transforms the texture from bmp to dds, if the size is incorrect it maintains the same characteristics before processing, but also the same weight.

However, this does not affect performance in terms of fps, to ASVI scenery (night) I 50 fps textured incorrect and the level of tiles 19, the day setting I 30 fps with all correct texture (513KB 1024x1024), but with the tile having dimensions of 1024x1024 level 17/18/19 .... I'm losing ....:rofl:

I did an experiment, renaming a .jpg file into a dds files, without compressing it in DXT1 format:

1024x1024 638kb
Without D3D9(The buildings are totally blacks)
4LFMciA.jpg


With D3D9(The buildings are correct)
1g9547T.jpg


Ok...sorry if I've bored a little 'with my paranoia :rofl: and sorry for my bad english :cheers:
 
Hello marcogavazzeni,

I think I understand all of your explanations, including GIMP's choices about these non-square textures, and finally these differences in the so different weight of files.

I would be interested to know which version of D3D9 is problematic with night lights (from which version D3D9 begun to be problematic with night lights) and which version works ( do you use ).

Did Jarmonik finally answer the problem you were submitting to him about nightlights ? Do you think that the problem is with your material ( graphic card ) ? Is the problem only on ASVI ?

good day
 
Hello marcogavazzeni,

I think I understand all of your explanations, including GIMP's choices about these non-square textures, and finally these differences in the so different weight of files.

I would be interested to know which version of D3D9 is problematic with night lights (from which version D3D9 begun to be problematic with night lights) and which version works ( do you use ).

Did Jarmonik finally answer the problem you were submitting to him about nightlights ? Do you think that the problem is with your material ( graphic card ) ? Is the problem only on ASVI ?

good day

The problem was related only to the tile(all not only ASVI), with the colors of the buildings and vessel is correct, I do not know if it has been resolved, and I do not think it's due to my graphics card because it has always worked well with previous versions .I using the SVN version, and not say whether the same defect also presents the official version.
 
For best results, all textures should be square and have power-of-two size, ie 128x128, 256x256, 512x512, 1024x1024, 2048x2048 etc. That should not only get you the best compression in the .dds file, it should also get you the best render performance. Specifically, the sides have divisible by 4 for dxt1 to work, but if your texture is square and a power of 2 you get better performance later down the graphics pipeline. It's also possible that if your texture isn't square, power of 2, then it will get manipulated in some way at some point to make it that, but that would be a question for Jarmonik (d3d9) or Martins (d3d7), my only real graphics experience is in OpenGL.
 
The problem was related only to the tile(all not only ASVI), with the colors of the buildings and vessel is correct, I do not know if it has been resolved, and I do not think it's due to my graphics card because it has always worked well with previous versions .I using the SVN version, and not say whether the same defect also presents the official version.


Take a look at the D3D9 topic. There is there a short message from Jarmonik that seems to solve the problem with a new version coming ( r8...).

http://www.orbiter-forum.com/showthread.php?p=552531&postcount=4283

good day.
 
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