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Question about Magic.TXD converting configuration (mipmap)

Enviado: 09 Dez 2020, 18:48
por Budy
Hello!
So I have a small question about Magic.TXD.
I would like to know if my settings are good (optimal) for converting textures to mipmap.
Because I'm converting textures from some mods that don't have it, and the .IMGs of the game (gta_int.img, gta3.img, custcene.img and SAMP.img).

for textures (.txd):
SpoilerAbrir
Imagem

for .img:
SpoilerAbrir
Imagem

Thanks!

Re: Question about Magic.TXD converting configuration (mipmap)

Enviado: 10 Dez 2020, 06:06
por Junior_Djjr
Yes but set "Max" to 20 or more (which in fact will be infinite), this will avoid "black roads bug" (but I'm not sure if Magic.TXD already fixes it now if you don't set it to).

Re: Question about Magic.TXD converting configuration (mipmap)

Enviado: 10 Dez 2020, 09:26
por Budy
Perfect I change that, and for "compressed IMG" it's really good to tick? Anyway thanks to you, this forum is a great help, you are great guys.

Re: Question about Magic.TXD converting configuration (mipmap)

Enviado: 10 Dez 2020, 18:18
por Budy
"compressed IMG" are bad, it crashes my game. Last question, "compress textures" makes textures lose quality? Thanks !

Re: Question about Magic.TXD converting configuration (mipmap)

Enviado: 20 Dez 2020, 03:18
por Opysium
Budy escreveu:
10 Dez 2020, 18:18
"compressed IMG" are bad, it crashes my game. Last question, "compress textures" makes textures lose quality? Thanks !
"Compress textures" makes RGBA textures DXT, it can save from file size but it can cause crashes on some textures which is intended to work with RGBA textures. On mipmapping I recommend you only select create mipmaps, others are useless imo.
Junior_Djjr escreveu:
10 Dez 2020, 06:06
Yes but set "Max" to 20 or more (which in fact will be infinite), this will avoid "black roads bug" (but I'm not sure if Magic.TXD already fixes it now if you don't set it to).
If you set it to 6 etc. black road bug still appears even if you use Magic.TXD, use 20+ as Junior_Djjr said.

Re: Question about Magic.TXD converting configuration (mipmap)

Enviado: 24 Dez 2020, 12:31
por Zeneric
Compressed causes texture quality loss (artifacts on textures). Raw Raster if you want lossless.
Raw Raster > no compression > no memory size optimization > huge memory size > fills RAM too much.

DXT1 for RGB and DXT5 for RGBA are optimal.

Mipmapping increases memory size more than no mipmapping. You can experiment with it in-game to see visual differences.
No mipmapping causes simmering / aliasing.
I think black/white images (grayscale) are best for no mipmapping.

Re: Question about Magic.TXD converting configuration (mipmap)

Enviado: 24 Dez 2020, 12:54
por Junior_Djjr
Zeneric escreveu:
24 Dez 2020, 12:31
I think black/white images (grayscale) are best for no mipmapping.
Why?

Re: Question about Magic.TXD converting configuration (mipmap)

Enviado: 24 Dez 2020, 16:24
por Zeneric
Junior_Djjr escreveu:
24 Dez 2020, 12:54
Zeneric escreveu:
24 Dez 2020, 12:31
I think black/white images (grayscale) are best for no mipmapping.
Why?   
more colors: more simmering/aliasing. I might be wrong.

Imagem
played with mipmapping a bit.
left - no mipmapping - sharp/aliasing. right - mipmapping - blurry.
less aliasing with no mipmapping on 4k + 8x GTA SA's AA than on 1080p + no AA.

 

Re: Question about Magic.TXD converting configuration (mipmap)

Enviado: 03 Jan 2021, 14:33
por Zeneric
No mipmapping reduces txd size significantly. We need this for certain textures.
What textures is no mipmapping good for?
Textures need to be not too detailed, at acceptable level, for no mipmapping? Too detailed - tons of halos.
No mipmapping seems to give edges of a plane halos (too sharp). So the halo'ed edges of the plane can be covered/hidden by external objects.

I haven't played with mipmapping much lately (I tend to forget). I plan to soon anyway, for tram.

Re: Question about Magic.TXD converting configuration (mipmap)

Enviado: 07 Jan 2021, 04:52
por Opysium
Zeneric escreveu:
24 Dez 2020, 12:31
I think black/white images (grayscale) are best for no mipmapping.
Can you show us how to do that for default game textures? "Mipmapping" without mipmapping or something how you call. I want to make the game like mipmapped but as you said, mipmapped TXDs has more file size and uses more memory.

edit: I think I found a way, forced AF to 16 in mixsets, now the game looks nice without mipmapped files.