11/19/2021 0 Comments Microsoft Train Simulator 2 Addons
Download License agreement. Detecting the 2nd CD during install - theres a. Exe format also install fine. Periodic releases of the software demonstrating key features to the train simulator community are an important way to share our continuing progress as well as establish a context for two-way communication.Browse the full selection of Add-ons available from Just Trains, in both Boxed and Download format, including Routes, Diesel & Steam Locomotives, Multiple Units, Scenarios & Activities, and Freight Wagons.3DTrains - Add-ons for Microsoft Train Simulator®Many addons in. Do note that Paypal will not register/accept donations of less than 2. GREAT AUSTRALIAN ADD-ONS for Microsofts.
Microsoft Train 2 Addons How To Determine What(see below).Little more complicated involving DXT1 and. Ace file not onlyHas the 256x256, but also every power of two down to 1x1 - 256, 128,64, 32, 16, 8, 4, 2, and 1. What this means is that one 'image file'Actually contains more than 'image'. Ace files have built-in MIP maps (which I may refer to as mips, because it's easier). It refers to a sampled-down version of anImage. While this is farFrom a complete explanation, it will hopefully guide you in the rightDirection for learning how to determine what settings to use and how toMIP is short for the Latin Multum In Parvo, which means 'manyThings in a small place'.This reduces theImage by a power of 2. Mips are normallyGenerated by taking a cluster of four pixels (in a 2x2 arrangement) andAveraging them into one pixel (called a box average). So why do we care? The Kuju-supplied makeace.exe andMakeacewin.exe do not generate mips properly.Microsoft Train 2 Addons Full Selection OfIn general,This is not a concern, because it is easier to reduce the texture sizeBy 50% and save on resources than to have it present, and not use theLargest mip. Values greater than 0 do theOpposite - they switch in smaller mips for larger ones. For example, a value of -1 (image 1) tells the simTo use mip 0 (the main image) out to where it normally would, andContinue using it out to where mip 1 would normally end, and thenSwitch to mip 1 where it would normally switch to mip 2, switch to mip2 where it'd switch to mip 3, and so on. Values less than 0 (usuallyIntegers, but not required) tell the sim to push the current mip backThat much farther. The mip bias for all images is set at 0. What can you do about it?Shown here, the object has default textures (as-produced by makeace). Click on them to get theSo you've produced an object and it's ready for use in MSTS, but it just doesn't look right. The effects I describeDon't show up in the thumbnails very well. Instead of suppressing them, we want to use them to our advantage. This means that suppressing the mip levels worked.This is not what we want. As you can see, using remipped textures with the mip bias still set to -3 results in a remarkably similar appearance to the default textures. Moiré looks bad enough in the picture - it is much worse while you are moving relative to the object, as the Moiré pattern changes as your relative position changes.So what was this talk about correcting mip levels good for? My object still looks funky!Just remipping the textures is not enough. Calculus 9th edition larsonAnd from what I've noticed, looking at it in the RE doesn't count. It's important to try different options, because factors like size of the texture relative to the object, size of the object, the distance that the object will be from the typical viewing position and other factors all play a part in what will look best.It is important to change the settings, and then move around the object in a manner consistent with its intended purpose to get a feel for how it looks. There are ways to reduce this effect by choosing different texture filters, which I'll discuss shortly.Now we've dropped the mip bias back all the way to 0. It just happens that this criteria was met along that surface, and a division occurred. One of them being distance from the view source, and another being the surface's angle relative to the view source. You can see how the Moiré is reduced, but some still appears on the close side of the wall more perpendicular.So why the division on a flat surface? The mips kick in based on many factors. I reiterate: it is most important to look at the object while some sort of relative motion is going on. I also included near and far shots. Time for a refreshing beverage of your choosing.Here's the final result. This cut down on Moiré at the expense of introducing a little fuzziness, which happens when too small of an image is applied to a surface, which is typically the result of too small of a mip being selected.Object: remipped textures, 0 mip bias, named_filter_mode changed to LinearMipNearestGood enough. Blue iris securityIn practice, I usually only test the last four and pick whichever looks best.In this case, I liked how the LinearMipNearest looked. Here are the available modes and their descriptions:Bi-linear filtering with filtered mip-mapping.I don't entirely understand bilinear filtering, nor will I pretend to. Until now, this object had been usingMipLinear. These are designated 'named_filter_modes' in the shape file and are found near the top. In the near shot, you can still see some Moiré, but this can be considered unimportant because you're never supposed to actually be sitting in the parkingNow I'll talk about the texture filter modes. Now, if you've got a good enough video card, go figure out how to turn on anisotropic filtering and anti-aliasing to improve the visual quality even more.
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