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Import Store remake

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6 years 11 months ago #351 by Slippery Jim
Replied by Slippery Jim on topic Import Store remake
The whole point of mip mapping is to keep frame rates stable and of course reduce video memory. Not sure this is much of a factor on modern video cards. On the other hand the reason why some people are still playing Swat 3 is because they have machines with low specs and therefore perhaps this is something we shouldn't mess with.

Really wish we could use larger .TGA files but I suspect there may be a lot more going on behind the scenes in the code that would be difficult to locate.

The render distance would be a huge find. That fading out to darkness drives me nuts, lol.

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6 years 11 months ago #353 by Copy-Cat
Replied by Copy-Cat on topic Import Store remake
I need my wire console command back to debug the fog and render distance.

The keyword to look for when debugging is "rendered clipped" without the quotes.

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2 years 10 months ago #2312 by Slippery Jim
Replied by Slippery Jim on topic Import Store remake
Mip mapping fuzziness kicking me in the ass still with this map.

I was testing out the idea to add a billboard advert since LA seems to be littered with them.   Even a texture of 1024x256 will go fuzzy at the end of the street.   If you walk closer to it the fuzziness goes away and image becomes clear as day.

I guess my only choice is make it a .TGA file so the fuzziness doesnt happen or move the billboard idea to the top of a closer building in relation to the front of the store.

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2 years 9 months ago - 2 years 9 months ago #2314 by Copy-Cat
Replied by Copy-Cat on topic Import Store remake
Need to look into that. It seems possible. have we tried all the command line parameters to see if that changes it.

It makes me happy to see ya back at it, Still have the shopping cart to put in there. Don't be a stranger mate!
 

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2 years 9 months ago #2315 by Slippery Jim
Replied by Slippery Jim on topic Import Store remake
Hopefully this week I shall pay you a visit.

I switched the texture to a .TGA and that made the fuzziness disappear.

What is amusing is that the .TGA doesn't have any of Swat 3's texture filtering and it makes it look like "anti-aliasing" is off on the texture. There is no perfect middle ground but in this case the .TGA is the better choice.

The original import store map actually used a .TGA texture for the buildings across the street when it didn't really need to. I wonder if it was for this reason.

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