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"Purple Haze" Bug on My N2K2 Track Re-Textures

23 posts by 7 people · 02 Sep 2002 22:31 UTC - 11 Sep 2002 13:46 UTC

Purple haze bug in Tom Pabst's NR2002 track retextures

Tom Pabst reported that his NR2002 track retextures showed a purple tint on lower-end systems because of how the transparent purple color was blended into lower mip levels, and offered video settings as a workaround. Schooner's criticism of the hoops required led to a sharp exchange with Pabst and Biz. Ruud van Gaal and HORBRA discussed the technical cause, and Pabst later reported that changes to the WinMip tool resolved the problem.

mods/tracks/carstech supportNASCAR Racing 2002 Season

Automated summary.

Tom Pabst 02 Sep 2002 22:31 UTC#99698
Hi Guys.... Well, unfortunately we have a problem with all four track re-texture jobs I've done in the last two months. The good news is....its not a problem for those of you running GF4 cards with high-end CPU's. If you run your video card settings as per my "tweaks" log (www.pabst-racing.com/websreens/tweaks.xls) then the problem is not apparent in N2K2. If you have any other video card....or a slow CPU, there's no current "fix" for this problem at this time. What's The Problem? There's a purple haze coloring to distant objects.....trees, towers, grandstands....are the most likely to show it. Why? Because the mip mapping compression routine used by WinMip2 (created by Klaus Horbrand) has a bug that doesn't adhere to the command indicating the graphic file's "transparent" color. Instead, it includes the transparent color in the compression averaging. This means, the mip sub-images at the low end.....get this purpose haze around the objects in the file (trees, grandstands, light poles, etc.). What's the Fix? There isn't one until Klaus finds the bug and fixes WinMip2. Even then, I'm not inclined to go back and re-do all these files....unless he also fixes the "batch conversion" routine in WinMip2 at the same time. If I have to go back through all these files one by one....and re-convert them by hand.......that will take about 15 minutes per file....and there are over 1200 of them. Ain't no way I'm going to spend 300 hours doing this so those of you with low-end systems don't have this problem. Sorry...that's just a fact of life. I will keep you posted through this string only.......until I hear back from Klaus as to his "prognosis." Please do not email me about this....I already have plenty of screenshots to show this problem, I don't need any more. Thanks, Tom
Mis-spelled the URL link (sorry)...try: www.pabst-racing.com/webscreens/tweaks.xls TP "Tom Pabst" <[email hidden]> wrote in message news:NERc9.95008$[email hidden]...
Quoted text (7 lines)> Hi Guys.... > > Well, unfortunately we have a problem with all four track re-texture jobs > I've done in the last two months. > > The good news is....its not a problem for those of you running GF4 cards > with high-end CPU's. If you run your video card settings as per my
"tweaks"
Quoted text (12 lines)> log > (www.pabst-racing.com/websreens/tweaks.xls) then the problem is not > apparent in N2K2. If you have any other video card....or a slow CPU, > there's no current "fix" for this problem at this time. > > What's The Problem? > There's a purple haze coloring to distant objects.....trees, towers, > grandstands....are the most likely to show it. > > Why? > Because the mip mapping compression routine used by WinMip2 (created by > Klaus Horbrand) has a bug that doesn't adhere to the command indicating
the
Quoted text (7 lines)> graphic file's "transparent" color. Instead, it includes the transparent > color in the compression averaging. This means, the mip sub-images at the > low end.....get this purpose haze around the objects in the file (trees, > grandstands, light poles, etc.). > > What's the Fix? > There isn't one until Klaus finds the bug and fixes WinMip2. Even then,
I'm > not inclined to go back and re-do all these files....unless he also fixes > the "batch conversion" routine in WinMip2 at the same time. If I have togo > back through all these files one by one....and re-convert them by > hand.......that will take about 15 minutes per file....and there are over > 1200 of them. Ain't no way I'm going to spend 300 hours doing this sothose > of you with low-end systems don't have this problem. Sorry...that's justa > fact of life. > > I will keep you posted through this string only.......until I hear backfrom > Klaus as to his "prognosis." > > Please do not email me about this....I already have plenty of screenshotsto
Quoted text (10 lines)> show this problem, I don't need any more. > > Thanks, > > Tom > > > > >
Thus the reason I avoid most add-ons and tweaks, they can cause more problems than good. "Tom Pabst" <[email hidden]> wrote in message news:NERc9.95008$[email hidden]...
Quoted text (7 lines)> Hi Guys.... > > Well, unfortunately we have a problem with all four track re-texture jobs > I've done in the last two months. > > The good news is....its not a problem for those of you running GF4 cards > with high-end CPU's. If you run your video card settings as per my
"tweaks"
Quoted text (12 lines)> log > (www.pabst-racing.com/websreens/tweaks.xls) then the problem is not > apparent in N2K2. If you have any other video card....or a slow CPU, > there's no current "fix" for this problem at this time. > > What's The Problem? > There's a purple haze coloring to distant objects.....trees, towers, > grandstands....are the most likely to show it. > > Why? > Because the mip mapping compression routine used by WinMip2 (created by > Klaus Horbrand) has a bug that doesn't adhere to the command indicating
the
Quoted text (7 lines)> graphic file's "transparent" color. Instead, it includes the transparent > color in the compression averaging. This means, the mip sub-images at the > low end.....get this purpose haze around the objects in the file (trees, > grandstands, light poles, etc.). > > What's the Fix? > There isn't one until Klaus finds the bug and fixes WinMip2. Even then,
I'm > not inclined to go back and re-do all these files....unless he also fixes > the "batch conversion" routine in WinMip2 at the same time. If I have togo > back through all these files one by one....and re-convert them by > hand.......that will take about 15 minutes per file....and there are over > 1200 of them. Ain't no way I'm going to spend 300 hours doing this sothose > of you with low-end systems don't have this problem. Sorry...that's justa > fact of life. > > I will keep you posted through this string only.......until I hear backfrom > Klaus as to his "prognosis." > > Please do not email me about this....I already have plenty of screenshotsto
Quoted text (10 lines)> show this problem, I don't need any more. > > Thanks, > > Tom > > > > >
"Tom Pabst" <[email hidden]> wrote in message news:NERc9.95008$[email hidden]...
Quoted text (7 lines)> Hi Guys.... > > Well, unfortunately we have a problem with all four track re-texture jobs > I've done in the last two months. > > The good news is....its not a problem for those of you running GF4 cards > with high-end CPU's. If you run your video card settings as per my
"tweaks" > log > (www.pabst-racing.com/websreens/tweaks.xls) then the problem is not > apparent in N2K2. If you have any other video card....or a slow CPU, > there's no current "fix" for this problem at this time. Been thru all that m'larkey and indeed - they no longer look like they went thru the wash with some purple socks. Still trying a few tweaks - but all in all - good stuff Doug
Doug.... All you needed to do for the "purple" problem....is the N2K2 settings. Actually, just run 1280 or above res....and -1.0 LOD setting (or lower). Although, it wouldn't hurt to try all the other settings, most people get a substantial increase in FPS and picture quality. TP "Doug Ellison" <[email hidden]> wrote in message news:VwSc9.4065$J47.305832@stones... > > "Tom Pabst" <[email hidden]> wrote in message > news:NERc9.95008$[email hidden]... > > Hi Guys.... > > > > Well, unfortunately we have a problem with all four track re-texturejobs
Quoted text (11 lines)> > I've done in the last two months. > > > > The good news is....its not a problem for those of you running GF4 cards > > with high-end CPU's. If you run your video card settings as per my > "tweaks" > > log > > (www.pabst-racing.com/websreens/tweaks.xls) then the problem is not > > apparent in N2K2. If you have any other video card....or a slow CPU, > > there's no current "fix" for this problem at this time. > > Been thru all that m'larkey and indeed - they no longer look like they
went
Quoted text (7 lines)> thru the wash with some purple socks. > > Still trying a few tweaks - but all in all - good stuff > > Doug > >
Schooner... This didn't cause any "corruptions" of any existing files...........its nothing but a "visual anomalies" on lower end systems....which you are advised in the readme.txt file not to use these track textures with anyway. If your system is up to snuff.....try them, you are missing some nice realistic looking track graphics. TP "Schooner" <[email hidden]> wrote in message news:xRRc9.54908$[email hidden]...
Quoted text (8 lines)> Thus the reason I avoid most add-ons and tweaks, they can cause more > problems than good. > > "Tom Pabst" <[email hidden]> wrote in message > news:NERc9.95008$[email hidden]... > > Hi Guys.... > > > > Well, unfortunately we have a problem with all four track re-texture
jobs
Quoted text (19 lines)> > I've done in the last two months. > > > > The good news is....its not a problem for those of you running GF4 cards > > with high-end CPU's. If you run your video card settings as per my > "tweaks" > > log > > (www.pabst-racing.com/websreens/tweaks.xls) then the problem is not > > apparent in N2K2. If you have any other video card....or a slow CPU, > > there's no current "fix" for this problem at this time. > > > > What's The Problem? > > There's a purple haze coloring to distant objects.....trees, towers, > > grandstands....are the most likely to show it. > > > > Why? > > Because the mip mapping compression routine used by WinMip2 (created by > > Klaus Horbrand) has a bug that doesn't adhere to the command indicating > the > > graphic file's "transparent" color. Instead, it includes the
transparent > > color in the compression averaging. This means, the mip sub-images atthe
Quoted text (7 lines)> > low end.....get this purpose haze around the objects in the file (trees, > > grandstands, light poles, etc.). > > > > What's the Fix? > > There isn't one until Klaus finds the bug and fixes WinMip2. Even then, > I'm > > not inclined to go back and re-do all these files....unless he also
fixes > > the "batch conversion" routine in WinMip2 at the same time. If I haveto > go > > back through all these files one by one....and re-convert them by > > hand.......that will take about 15 minutes per file....and there areover > > 1200 of them. Ain't no way I'm going to spend 300 hours doing this so > those > > of you with low-end systems don't have this problem. Sorry...that'sjust
Quoted text (8 lines)> a > > fact of life. > > > > I will keep you posted through this string only.......until I hear back > from > > Klaus as to his "prognosis." > > > > Please do not email me about this....I already have plenty of
screenshots
Quoted text (13 lines)> to > > show this problem, I don't need any more. > > > > Thanks, > > > > Tom > > > > > > > > > > > >
"Tom Pabst" <[email hidden]> wrote in message news:R6Uc9.176663$aA.35718@sccrnsc02... > Doug.... > > All you needed to do for the "purple" problem....is the N2K2 settings. > Actually, just run 1280 or above res....and -1.0 LOD setting (or lower). > > Although, it wouldn't hurt to try all the other settings, most people geta > substantial increase in FPS and picture quality. > > TP I tried the full batch of tweaks - and the quality suffered quite a lot - by clawing the mapping level back from 2, to 1, it improved again a little - but anything closer to 0 than that - and it's pink-city again Doug
On Mon, 02 Sep 2002 22:31:09 GMT, "Tom Pabst" <[email hidden]> wrote:
Quoted text (20 lines)>Hi Guys.... > >Well, unfortunately we have a problem with all four track re-texture jobs >I've done in the last two months. > >The good news is....its not a problem for those of you running GF4 cards >with high-end CPU's. If you run your video card settings as per my "tweaks" >log >(www.pabst-racing.com/websreens/tweaks.xls) then the problem is not >apparent in N2K2. If you have any other video card....or a slow CPU, >there's no current "fix" for this problem at this time. > >What's The Problem? >There's a purple haze coloring to distant objects.....trees, towers, >grandstands....are the most likely to show it. > >Why? >Because the mip mapping compression routine used by WinMip2 (created by >Klaus Horbrand) has a bug that doesn't adhere to the command indicating the >graphic file's "transparent" color.
Well, I'd say with those purple pixels in there, any card that does h/w generated mipmaps would have the same problem. I think. ;-) What the LOADER should do is kill of all purple pixels, replace them with say black+alpha=0, and THEN generate mipmaps. Ofcourse, use .tga's with alpha and you're all set. :) If WinMip2 creates the mipmaps itself then that's possible, but odd. I create mipmaps only during loading time. Saves some disk space, and CPU time wasted is so low these days so it doesn't make a difference. And it should be done by the gfxcards anyway in the end. So do the WinMip generated files actually include all the mipmap levels already? (ofcourse that means you are able to give those mipmaps a nicer filter but still) Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/
You also said it only worked on nVidia cards not just an issue on low end systems. I appreciate the work but seems like a lot of hoops to jump through to get them to work is all. "Tom Pabst" <[email hidden]> wrote in message news:39Uc9.338029$UU1.57962@sccrnsc03... > Schooner... > > This didn't cause any "corruptions" of any existing files...........its > nothing but a "visual anomalies" on lower end systems....which you are > advised in the readme.txt file not to use these track textures withanyway.
Quoted text (22 lines)> If your system is up to snuff.....try them, you are missing some nice > realistic looking track graphics. > > TP > > > > > "Schooner" <[email hidden]> wrote in message > news:xRRc9.54908$[email hidden]... > > Thus the reason I avoid most add-ons and tweaks, they can cause more > > problems than good. > > > > "Tom Pabst" <[email hidden]> wrote in message > > news:NERc9.95008$[email hidden]... > > > Hi Guys.... > > > > > > Well, unfortunately we have a problem with all four track re-texture > jobs > > > I've done in the last two months. > > > > > > The good news is....its not a problem for those of you running GF4
cards
Quoted text (13 lines)> > > with high-end CPU's. If you run your video card settings as per my > > "tweaks" > > > log > > > (www.pabst-racing.com/websreens/tweaks.xls) then the problem is not > > > apparent in N2K2. If you have any other video card....or a slow CPU, > > > there's no current "fix" for this problem at this time. > > > > > > What's The Problem? > > > There's a purple haze coloring to distant objects.....trees, towers, > > > grandstands....are the most likely to show it. > > > > > > Why? > > > Because the mip mapping compression routine used by WinMip2 (created
by > > > Klaus Horbrand) has a bug that doesn't adhere to the commandindicating > > the > > > graphic file's "transparent" color. Instead, it includes the > transparent > > > color in the compression averaging. This means, the mip sub-images at > the > > > low end.....get this purpose haze around the objects in the file(trees, > > > grandstands, light poles, etc.). > > > > > > What's the Fix? > > > There isn't one until Klaus finds the bug and fixes WinMip2. Eventhen,
Quoted text (17 lines)> > I'm > > > not inclined to go back and re-do all these files....unless he also > fixes > > > the "batch conversion" routine in WinMip2 at the same time. If I have > to > > go > > > back through all these files one by one....and re-convert them by > > > hand.......that will take about 15 minutes per file....and there are > over > > > 1200 of them. Ain't no way I'm going to spend 300 hours doing this so > > those > > > of you with low-end systems don't have this problem. Sorry...that's > just > > a > > > fact of life. > > > > > > I will keep you posted through this string only.......until I hear
back
Quoted text (20 lines)> > from > > > Klaus as to his "prognosis." > > > > > > Please do not email me about this....I already have plenty of > screenshots > > to > > > show this problem, I don't need any more. > > > > > > Thanks, > > > > > > Tom > > > > > > > > > > > > > > > > > > > > >
Doug... I first read this reply and assumed you just didn't type the <negative> in front of your numbers.....but then, in afterthought, maybe you didn't see the <-> in front of mine. The LOD mip level should be set between "minus 1.0 and minus 2.0" - settings of 0 to 2.0 would be a very bad quality picture. Just checking. TP PS: Doug, you'd be the only person who ever reported bad quality graphics using those settings......so that's what made me thing you didn't read the numbers correctly. "Doug Ellison" <[email hidden]> wrote in message news:al1sqr$1mn4t2$[email hidden]...
Quoted text (9 lines)> > "Tom Pabst" <[email hidden]> wrote in message > news:R6Uc9.176663$aA.35718@sccrnsc02... > > Doug.... > > > > All you needed to do for the "purple" problem....is the N2K2 settings. > > Actually, just run 1280 or above res....and -1.0 LOD setting (or lower). > > > > Although, it wouldn't hurt to try all the other settings, most people
get > a > > substantial increase in FPS and picture quality. > > > > TP > > I tried the full batch of tweaks - and the quality suffered quite a lot -by > clawing the mapping level back from 2, to 1, it improved again a little - > but anything closer to 0 than that - and it's pink-city again > > Doug > >
Schooner... I'd prefer not to even answer your reply......because apparently making sure your system settings and video card settings are correct and optimized for FPS and max quality graphics levels "is a chore" for you. That's fine, and I don't care one way or the other if you run these track re-textures or not. Its your loss, not mine (assuming you have a system strong enough to do so). But, you keep making misleading statements, which could deter someone else from running them who would like to have better, more realistic track graphics. Therefore, I must reply. I did not say the "re-textured" tracks work only on Nv cards. I said, "they are optimized" for Nvidia cards.....as are just about every graphic upgrade created today in the sim world. So, are the original track textures in most sims as well. "Optimized" does not mean "works only on" - now does it? The "settings" discussed as necessary to avoid seeing the "purple haze" around some objects on the track are the settings one should be using in the first place. Those reporting the "purple haze" clearly don't have their video card "properties settings" correct (as was recently discovered). Correcting that issue is "not jumping through hoops." Its correcting a mistake the user has made. Making those corrections will not only prevent the "purple haze" on my re-textured tracks....but it will also substantially improve the graphics on all tracks...in ALL sims! I'd appreciate you stop trying to "knock something around"....just because you are not familiar with it. Okay? Regards, Tom "Schooner" <[email hidden]> wrote in message news:Ej0d9.55068$[email hidden]...
Quoted text (40 lines)> You also said it only worked on nVidia cards not just an issue on low end > systems. I appreciate the work but seems like a lot of hoops to jump > through to get them to work is all. > > "Tom Pabst" <[email hidden]> wrote in message > news:39Uc9.338029$UU1.57962@sccrnsc03... > > Schooner... > > > > This didn't cause any "corruptions" of any existing files...........its > > nothing but a "visual anomalies" on lower end systems....which you are > > advised in the readme.txt file not to use these track textures with > anyway. > > If your system is up to snuff.....try them, you are missing some nice > > realistic looking track graphics. > > > > TP > > > > > > > > > > "Schooner" <[email hidden]> wrote in message > > news:xRRc9.54908$[email hidden]... > > > Thus the reason I avoid most add-ons and tweaks, they can cause more > > > problems than good. > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > > news:NERc9.95008$[email hidden]... > > > > Hi Guys.... > > > > > > > > Well, unfortunately we have a problem with all four track re-texture > > jobs > > > > I've done in the last two months. > > > > > > > > The good news is....its not a problem for those of you running GF4 > cards > > > > with high-end CPU's. If you run your video card settings as per my > > > "tweaks" > > > > log > > > > (www.pabst-racing.com/websreens/tweaks.xls) then the problem is not > > > > apparent in N2K2. If you have any other video card....or a slow
CPU,
Quoted text (15 lines)> > > > there's no current "fix" for this problem at this time. > > > > > > > > What's The Problem? > > > > There's a purple haze coloring to distant objects.....trees, towers, > > > > grandstands....are the most likely to show it. > > > > > > > > Why? > > > > Because the mip mapping compression routine used by WinMip2 (created > by > > > > Klaus Horbrand) has a bug that doesn't adhere to the command > indicating > > > the > > > > graphic file's "transparent" color. Instead, it includes the > > transparent > > > > color in the compression averaging. This means, the mip sub-images
at
Quoted text (12 lines)> > the > > > > low end.....get this purpose haze around the objects in the file > (trees, > > > > grandstands, light poles, etc.). > > > > > > > > What's the Fix? > > > > There isn't one until Klaus finds the bug and fixes WinMip2. Even > then, > > > I'm > > > > not inclined to go back and re-do all these files....unless he also > > fixes > > > > the "batch conversion" routine in WinMip2 at the same time. If I
have > > to > > > go > > > > back through all these files one by one....and re-convert them by > > > > hand.......that will take about 15 minutes per file....and there are > > over > > > > 1200 of them. Ain't no way I'm going to spend 300 hours doing thisso
Quoted text (30 lines)> > > those > > > > of you with low-end systems don't have this problem. Sorry...that's > > just > > > a > > > > fact of life. > > > > > > > > I will keep you posted through this string only.......until I hear > back > > > from > > > > Klaus as to his "prognosis." > > > > > > > > Please do not email me about this....I already have plenty of > > screenshots > > > to > > > > show this problem, I don't need any more. > > > > > > > > Thanks, > > > > > > > > Tom > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
Ruud... First of all, the use of the "purple color" for a transparency color is something not unique to Papyrus. However, they do it more often than some other sims I've done graphics for. Its typical of not only the NASCAR series mips....but GPL as well. I have seen this issue for more than five years now....since I first started doing track graphics on Papy sims back in the N3 days. The reason they use that color is because it doesn't appear anywhere in the "natural color" range (sky, grass, trees, etc.) or on most "objects" colors found in/on a race track. When you are "painting" an object (say a grandstand) you use various methods for dithering, shading and color toning to create a realistic "picture" of that object on the track. The "field of color" the flat graphic file is painted on.....can't be a color that is also in the object itself. Because the "field color" is going to be designated as "transparent" to the game graphics engine. If you were to choose, say "0-0-0 black" as your field color.....then any place that color existed in the object would be transparent....and your object would have "holes" in it when displayed on the sim track. If I'm painting a "tree" I'm going to use a field color that couldn't possibly be contained in that tree painting. With 16 million colors used to create that tree....there's a color range I can safely use for the field color. More often than not, the "safe" color is something of a bright pink. That is why papy uses that color for their transparent field color.....on most mips. Does that make sense? Back in the old N3 days and initial GPL graphics upgrades days.......Papy didn't use this bright pink very often. Why? Because the mip compression routine used by DirectX (I assume DX dictates this...but not totally sure of it....perhaps there's a "game industry" graphic artists who visit r.a.s. who can clarify this)....didn't allow for the "compression" to actually ignore a designated "transparent" color. What you'd see is the field color used was close to....or compatible with....what ever the surrounding color would be of the object when displayed on the track. For example....a fence that would most likely be viewed with the sky as its backdrop on the track.....would use a "blue hue" color as the fence object field color in the mip. I guess this was because the edge color on the fence, would be average with the field color of the mip.....so the very edge of the fence would have a blue tone to it. When viewing the fence object against a blue sky.....that "edge" would be correctly colored. That's great, only if the "fence" was always viewed with a blue sky in the back drop. But, what if a hillside come into the frame? All of a sudden, the fence edge would be blue....with the brown hill as a backdrop. This was a huge problem for all the "walls" in N3 and in GPL.....in the early days. Papy's mip files.....for as long as I've been doing graphics on their tracks, do contain the "sub-images" within the mip. This is unlike EA sports track graphics (for example), which are bitmaps and the "hardware" compresses them and mipmapps (to subimages) them as well. I don't know why papy does it this way, I'm sure they have a very good reason and perhaps someone can tell us. Back in the days when our video cards did not have "LOD" sliders......particularly in the 3dfx video card heyday.....I could improve the "viewed" graphic images simply by reducing the mip level subimages (say reducing it from 8 subimages to 4 subimages), when I created the mip file. In effect, I was creating mip files with a "built in LOD slider." That tool is no longer needed since the same thing can be done with the LOD slider, which simply limits the level of low-level subimages displayed by the video card. I don't want to give away any of the "techniques" Klaus Horbrand uses in his WinMip2 program for converting bmps to mips (papy mips). Since I don't know what he considers "proprietary" and what he doesn't.....I'll leave any explanation of how his WinMip2 programs works....to him (should he desire to explain that if he reads this post). What I can tell you is that the low-level subimages are somehow not adhering to his programming command to "ignore the field transparent color" in the compression averaging routine Klaus uses - only on the low level mips (why....I don't know). So, you end up say with a mip file with 9 sub-images.....subs #7, #8 and #9 have the objects "edge" slightly pink! If you set your LOD slider so the lowest level subimage displayed is #6....then you never see the "purple haze" color on the object. Does that make sense...I hope? As you can see....."the use of .tga's" or any other graphic file format is not an option....when re-texturing papyrus tracks for N2K2. And, without some sort of a "converter" that can create bmps out of papy's mip files.....this re-texture work would never be possible. Klaus Horbrand has been making WinMip converters for as long as I can remember.....diligently coming out with a version every time papy releases a new sim. I think David Noonan uses some of the same conversion "techniques" that Klaus does....but I don't think they use the same programming/converter. I could be wrong about that. As far as I'm concerned, my "hobby" of doing these track graphics is only possible because of Klaus...and in the past, because of David. I thank them a million times, every time I can. Sorry for the length of this response....but its somewhat of a complicated topic....and I'm a "wordy SOB" anyway! ....lol... Regards, Tom PS: Some day, I plan to try to do some graphic work on your "Racer" tracks......if I can find the time. "Ruud van Gaal" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (10 lines)> On Mon, 02 Sep 2002 22:31:09 GMT, "Tom Pabst" <[email hidden]> > wrote: > > >Hi Guys.... > > > >Well, unfortunately we have a problem with all four track re-texture jobs > >I've done in the last two months. > > > >The good news is....its not a problem for those of you running GF4 cards > >with high-end CPU's. If you run your video card settings as per my
"tweaks"
Quoted text (12 lines)> >log > >(www.pabst-racing.com/websreens/tweaks.xls) then the problem is not > >apparent in N2K2. If you have any other video card....or a slow CPU, > >there's no current "fix" for this problem at this time. > > > >What's The Problem? > >There's a purple haze coloring to distant objects.....trees, towers, > >grandstands....are the most likely to show it. > > > >Why? > >Because the mip mapping compression routine used by WinMip2 (created by > >Klaus Horbrand) has a bug that doesn't adhere to the command indicating
the
Quoted text (21 lines)> >graphic file's "transparent" color. > > Well, I'd say with those purple pixels in there, any card that does > h/w generated mipmaps would have the same problem. I think. ;-) > What the LOADER should do is kill of all purple pixels, replace them > with say black+alpha=0, and THEN generate mipmaps. > Ofcourse, use .tga's with alpha and you're all set. :) > > If WinMip2 creates the mipmaps itself then that's possible, but odd. I > create mipmaps only during loading time. Saves some disk space, and > CPU time wasted is so low these days so it doesn't make a difference. > And it should be done by the gfxcards anyway in the end. > > So do the WinMip generated files actually include all the mipmap > levels already? (ofcourse that means you are able to give those > mipmaps a nicer filter but still) > > > Ruud van Gaal > Free car sim: http://www.racer.nl/ > Pencil art : http://www.marketgraph.nl/gallery/
Whatever Tom. I know how to tweak my settings thanks. If you don't want to reply then don't feel a need to. Perhaps learn to take a bit of criticism from time to time, like myself you are not correct 100% of the time either. And please don't assume if I have a good enough system or not or that it is optimized, not sure how you assumed it's not but I guess that's your way of feeling big is to run others down without information. What you assume are "correct" settings are based on your opinion, not fact or industry known proofs. I'd appreciate you not spouting off as the expert in all areas when clearly you are not. What you said was "Well, unfortunately we have a problem with all four track re-texture jobs I've done in the last two months. The good news is....its not a problem for those of you running GF4 cards with high-end CPU's." From that I got the impression that the textures only worked properly with a GF4 card which you state. You seem to believe that all people with a high end system would be running a GF4 but many of us use ATI in our high end systems. "Tom Pabst" <[email hidden]> wrote in message news:ic5d9.345749$UU1.59502@sccrnsc03... > Schooner... > > I'd prefer not to even answer your reply......because apparently makingsure > your system settings and video card settings are correct and optimized for > FPS and max quality graphics levels "is a chore" for you. That's fine,and > I don't care one way or the other if you run these track re-textures ornot. > Its your loss, not mine (assuming you have a system strong enough to doso). > But, you keep making misleading statements, which could deter someone else > from running them who would like to have better, more realistic track > graphics. Therefore, I must reply. > > I did not say the "re-textured" tracks work only on Nv cards. I said,"they > are optimized" for Nvidia cards.....as are just about every graphicupgrade > created today in the sim world. So, are the original track textures inmost > sims as well. "Optimized" does not mean "works only on" - now does it? > > The "settings" discussed as necessary to avoid seeing the "purple haze" > around some objects on the track are the settings one should be using inthe > first place. Those reporting the "purple haze" clearly don't have their > video card "properties settings" correct (as was recently discovered). > Correcting that issue is "not jumping through hoops." Its correcting a > mistake the user has made. Making those corrections will not only prevent > the "purple haze" on my re-textured tracks....but it will alsosubstantially
Quoted text (14 lines)> improve the graphics on all tracks...in ALL sims! > > I'd appreciate you stop trying to "knock something around"....just because > you are not familiar with it. Okay? > > Regards, > > Tom > > > > "Schooner" <[email hidden]> wrote in message > news:Ej0d9.55068$[email hidden]... > > You also said it only worked on nVidia cards not just an issue on low
end
Quoted text (8 lines)> > systems. I appreciate the work but seems like a lot of hoops to jump > > through to get them to work is all. > > > > "Tom Pabst" <[email hidden]> wrote in message > > news:39Uc9.338029$UU1.57962@sccrnsc03... > > > Schooner... > > > > > > This didn't cause any "corruptions" of any existing
files...........its
Quoted text (21 lines)> > > nothing but a "visual anomalies" on lower end systems....which you are > > > advised in the readme.txt file not to use these track textures with > > anyway. > > > If your system is up to snuff.....try them, you are missing some nice > > > realistic looking track graphics. > > > > > > TP > > > > > > > > > > > > > > > "Schooner" <[email hidden]> wrote in message > > > news:xRRc9.54908$[email hidden]... > > > > Thus the reason I avoid most add-ons and tweaks, they can cause more > > > > problems than good. > > > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > > > news:NERc9.95008$[email hidden]... > > > > > Hi Guys.... > > > > > > > > > > Well, unfortunately we have a problem with all four track
re-texture > > > jobs > > > > > I've done in the last two months. > > > > > > > > > > The good news is....its not a problem for those of you running GF4 > > cards > > > > > with high-end CPU's. If you run your video card settings as permy > > > > "tweaks" > > > > > log > > > > > (www.pabst-racing.com/websreens/tweaks.xls) then the problem isnot > > > > > apparent in N2K2. If you have any other video card....or a slow > CPU, > > > > > there's no current "fix" for this problem at this time. > > > > > > > > > > What's The Problem? > > > > > There's a purple haze coloring to distant objects.....trees,towers, > > > > > grandstands....are the most likely to show it. > > > > > > > > > > Why? > > > > > Because the mip mapping compression routine used by WinMip2(created
Quoted text (7 lines)> > by > > > > > Klaus Horbrand) has a bug that doesn't adhere to the command > > indicating > > > > the > > > > > graphic file's "transparent" color. Instead, it includes the > > > transparent > > > > > color in the compression averaging. This means, the mip
sub-images
Quoted text (11 lines)> at > > > the > > > > > low end.....get this purpose haze around the objects in the file > > (trees, > > > > > grandstands, light poles, etc.). > > > > > > > > > > What's the Fix? > > > > > There isn't one until Klaus finds the bug and fixes WinMip2. Even > > then, > > > > I'm > > > > > not inclined to go back and re-do all these files....unless he
also
Quoted text (7 lines)> > > fixes > > > > > the "batch conversion" routine in WinMip2 at the same time. If I > have > > > to > > > > go > > > > > back through all these files one by one....and re-convert them by > > > > > hand.......that will take about 15 minutes per file....and there
are > > > over > > > > > 1200 of them. Ain't no way I'm going to spend 300 hours doingthis > so > > > > those > > > > > of you with low-end systems don't have this problem.Sorry...that's
Quoted text (30 lines)> > > just > > > > a > > > > > fact of life. > > > > > > > > > > I will keep you posted through this string only.......until I hear > > back > > > > from > > > > > Klaus as to his "prognosis." > > > > > > > > > > Please do not email me about this....I already have plenty of > > > screenshots > > > > to > > > > > show this problem, I don't need any more. > > > > > > > > > > Thanks, > > > > > > > > > > Tom > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
Biz 03 Sep 2002 17:38 UTC↳ reply to Schooner#99605
What is your problem? If you don't want to use his stuff, don't. Although I wish Tom's updates could work as flawlessly as the original textures, he does them for himself, and they look fine on his system, so he owes you no explanantion. Why don't you grow a pair and go away? Your criticism is NOT WELCOME here. -- Biz "Don't touch that please, your primitive intellect wouldn't understand alloys and compositions and,......things with molecular structures,....and the....." - Ash Schooner <[email hidden]> wrote in message news:8a6d9.55600$[email hidden]... > Whatever Tom. I know how to tweak my settings thanks. If you don't want to > reply then don't feel a need to. > Perhaps learn to take a bit of criticism from time to time, like myself you > are not correct 100% of the time either. > And please don't assume if I have a good enough system or not or that it is > optimized, not sure how you assumed it's not but I guess that's your way of > feeling big is to run others down without information. > What you assume are "correct" settings are based on your opinion, not fact > or industry known proofs. > I'd appreciate you not spouting off as the expert in all areas when clearly > you are not. > > What you said was "Well, unfortunately we have a problem with all four track > re-texture jobs I've done in the last two months. > The good news is....its not a problem for those of you running GF4 cards > with high-end CPU's." > From that I got the impression that the textures only worked properly with a > GF4 card which you state. You seem to believe that all people with a high > end system would be running a GF4 but many of us use ATI in our high end > systems. > > "Tom Pabst" <[email hidden]> wrote in message > news:ic5d9.345749$UU1.59502@sccrnsc03... > > Schooner... > > > > I'd prefer not to even answer your reply......because apparently making > sure > > your system settings and video card settings are correct and optimized for > > FPS and max quality graphics levels "is a chore" for you. That's fine, > and > > I don't care one way or the other if you run these track re-textures or > not. > > Its your loss, not mine (assuming you have a system strong enough to do > so). > > But, you keep making misleading statements, which could deter someone else > > from running them who would like to have better, more realistic track > > graphics. Therefore, I must reply. > > > > I did not say the "re-textured" tracks work only on Nv cards. I said, > "they > > are optimized" for Nvidia cards.....as are just about every graphic > upgrade > > created today in the sim world. So, are the original track textures in > most > > sims as well. "Optimized" does not mean "works only on" - now does it? > > > > The "settings" discussed as necessary to avoid seeing the "purple haze" > > around some objects on the track are the settings one should be using in > the > > first place. Those reporting the "purple haze" clearly don't have their > > video card "properties settings" correct (as was recently discovered). > > Correcting that issue is "not jumping through hoops." Its correcting a > > mistake the user has made. Making those corrections will not only prevent > > the "purple haze" on my re-textured tracks....but it will also > substantially > > improve the graphics on all tracks...in ALL sims! > > > > I'd appreciate you stop trying to "knock something around"....just because > > you are not familiar with it. Okay? > > > > Regards, > > > > Tom > > > > > > > > "Schooner" <[email hidden]> wrote in message > > news:Ej0d9.55068$[email hidden]... > > > You also said it only worked on nVidia cards not just an issue on low > end > > > systems. I appreciate the work but seems like a lot of hoops to jump > > > through to get them to work is all. > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > > news:39Uc9.338029$UU1.57962@sccrnsc03... > > > > Schooner... > > > > > > > > This didn't cause any "corruptions" of any existing > files...........its > > > > nothing but a "visual anomalies" on lower end systems....which you are > > > > advised in the readme.txt file not to use these track textures with > > > anyway. > > > > If your system is up to snuff.....try them, you are missing some nice > > > > realistic looking track graphics. > > > > > > > > TP > > > > > > > > > > > > > > > > > > > > "Schooner" <[email hidden]> wrote in message > > > > news:xRRc9.54908$[email hidden]... > > > > > Thus the reason I avoid most add-ons and tweaks, they can cause more > > > > > problems than good. > > > > > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > > > > news:NERc9.95008$[email hidden]... > > > > > > Hi Guys.... > > > > > > > > > > > > Well, unfortunately we have a problem with all four track > re-texture > > > > jobs > > > > > > I've done in the last two months. > > > > > > > > > > > > The good news is....its not a problem for those of you running GF4 > > > cards > > > > > > with high-end CPU's. If you run your video card settings as per > my > > > > > "tweaks" > > > > > > log > > > > > > (www.pabst-racing.com/websreens/tweaks.xls) then the problem is > not > > > > > > apparent in N2K2. If you have any other video card....or a slow > > CPU, > > > > > > there's no current "fix" for this problem at this time. > > > > > > > > > > > > What's The Problem? > > > > > > There's a purple haze coloring to distant objects.....trees, > towers, > > > > > > grandstands....are the most likely to show it. > > > > > > > > > > > > Why? > > > > > > Because the mip mapping compression routine used by WinMip2 > (created > > > by > > > > > > Klaus Horbrand) has a bug that doesn't adhere to the command > > > indicating > > > > > the > > > > > > graphic file's "transparent" color. Instead, it includes the > > > > transparent > > > > > > color in the compression averaging. This means, the mip > sub-images > > at > > > > the > > > > > > low end.....get this purpose haze around the objects in the file > > > (trees, > > > > > > grandstands, light poles, etc.). > > > > > > > > > > > > What's the Fix? > > > > > > There isn't one until Klaus finds the bug and fixes WinMip2. Even > > > then, > > > > > I'm > > > > > > not inclined to go back and re-do all these files....unless he > also > > > > fixes > > > > > > the "batch conversion" routine in WinMip2 at the same time. If I > > have > > > > to > > > > > go > > > > > > back through all these files one by one....and re-convert them by > > > > > > hand.......that will take about 15 minutes per file....and there > are > > > > over > > > > > > 1200 of them. Ain't no way I'm going to spend 300 hours doing > this > > so > > > > > those > > > > > > of you with low-end systems don't have this problem. > Sorry...that's > > > > just > > > > > a > > > > > > fact of life. > > > > > > > > > > > > I will keep you posted through this string only.......until I hear > > > back > > > > > from > > > > > > Klaus as to his "prognosis." > > > > > > > > > > > > Please do not email me about this....I already have plenty of > > > > screenshots > > > > > to > > > > > > show this problem, I don't need any more. > > > > > > > > > > > > Thanks, > > > > > > > > > > > > Tom > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
Schooner 03 Sep 2002 17:46 UTC↳ reply to Biz#99606
??? Ok I won't say another word on this. Was just pointing out it that these files and tweaks may not work for all. Sorry I mentioned any issues at all. "Biz" <[email hidden]> wrote in message news:qs6d9.50483$[email hidden]... > What is your problem? If you don't want to use his stuff, don't.Although I wish Tom's updates > could work as flawlessly as the original textures, he does them forhimself, and they look fine on > his system, so he owes you no explanantion. Why don't you grow a pair andgo away? Your criticism
Quoted text (10 lines)> is NOT WELCOME here. > -- > Biz > > "Don't touch that please, your primitive intellect wouldn't understand > alloys and compositions and,......things with molecular structures,....and > the....." - Ash > > > Schooner <[email hidden]> wrote in message
news:8a6d9.55600$[email hidden]... > > Whatever Tom. I know how to tweak my settings thanks. If you don't wantto > > reply then don't feel a need to. > > Perhaps learn to take a bit of criticism from time to time, like myselfyou > > are not correct 100% of the time either. > > And please don't assume if I have a good enough system or not or that itis > > optimized, not sure how you assumed it's not but I guess that's your wayof > > feeling big is to run others down without information. > > What you assume are "correct" settings are based on your opinion, notfact > > or industry known proofs. > > I'd appreciate you not spouting off as the expert in all areas whenclearly > > you are not. > > > > What you said was "Well, unfortunately we have a problem with all fourtrack > > re-texture jobs I've done in the last two months. > > The good news is....its not a problem for those of you running GF4 cards > > with high-end CPU's." > > From that I got the impression that the textures only worked properlywith a > > GF4 card which you state. You seem to believe that all people with ahigh
Quoted text (8 lines)> > end system would be running a GF4 but many of us use ATI in our high end > > systems. > > > > "Tom Pabst" <[email hidden]> wrote in message > > news:ic5d9.345749$UU1.59502@sccrnsc03... > > > Schooner... > > > > > > I'd prefer not to even answer your reply......because apparently
making > > sure > > > your system settings and video card settings are correct and optimizedfor > > > FPS and max quality graphics levels "is a chore" for you. That'sfine, > > and > > > I don't care one way or the other if you run these track re-texturesor > > not. > > > Its your loss, not mine (assuming you have a system strong enough todo > > so). > > > But, you keep making misleading statements, which could deter someoneelse
Quoted text (8 lines)> > > from running them who would like to have better, more realistic track > > > graphics. Therefore, I must reply. > > > > > > I did not say the "re-textured" tracks work only on Nv cards. I said, > > "they > > > are optimized" for Nvidia cards.....as are just about every graphic > > upgrade > > > created today in the sim world. So, are the original track textures
in > > most > > > sims as well. "Optimized" does not mean "works only on" - now doesit? > > > > > > The "settings" discussed as necessary to avoid seeing the "purplehaze" > > > around some objects on the track are the settings one should be usingin > > the > > > first place. Those reporting the "purple haze" clearly don't havetheir > > > video card "properties settings" correct (as was recently discovered). > > > Correcting that issue is "not jumping through hoops." Its correctinga > > > mistake the user has made. Making those corrections will not onlyprevent > > > the "purple haze" on my re-textured tracks....but it will also > > substantially > > > improve the graphics on all tracks...in ALL sims! > > > > > > I'd appreciate you stop trying to "knock something around"....justbecause
Quoted text (11 lines)> > > you are not familiar with it. Okay? > > > > > > Regards, > > > > > > Tom > > > > > > > > > > > > "Schooner" <[email hidden]> wrote in message > > > news:Ej0d9.55068$[email hidden]... > > > > You also said it only worked on nVidia cards not just an issue on
low > > end > > > > systems. I appreciate the work but seems like a lot of hoops tojump
Quoted text (9 lines)> > > > through to get them to work is all. > > > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > > > news:39Uc9.338029$UU1.57962@sccrnsc03... > > > > > Schooner... > > > > > > > > > > This didn't cause any "corruptions" of any existing > > files...........its > > > > > nothing but a "visual anomalies" on lower end systems....which you
are > > > > > advised in the readme.txt file not to use these track textureswith > > > > anyway. > > > > > If your system is up to snuff.....try them, you are missing somenice
Quoted text (10 lines)> > > > > realistic looking track graphics. > > > > > > > > > > TP > > > > > > > > > > > > > > > > > > > > > > > > > "Schooner" <[email hidden]> wrote in message > > > > > news:xRRc9.54908$[email hidden]... > > > > > > Thus the reason I avoid most add-ons and tweaks, they can cause
more
Quoted text (12 lines)> > > > > > problems than good. > > > > > > > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > > > > > news:NERc9.95008$[email hidden]... > > > > > > > Hi Guys.... > > > > > > > > > > > > > > Well, unfortunately we have a problem with all four track > > re-texture > > > > > jobs > > > > > > > I've done in the last two months. > > > > > > > > > > > > > > The good news is....its not a problem for those of you running
GF4 > > > > cards > > > > > > > with high-end CPU's. If you run your video card settings asper > > my > > > > > > "tweaks" > > > > > > > log > > > > > > > (www.pabst-racing.com/websreens/tweaks.xls) then the problemis > > not > > > > > > > apparent in N2K2. If you have any other video card....or aslow
Quoted text (22 lines)> > > CPU, > > > > > > > there's no current "fix" for this problem at this time. > > > > > > > > > > > > > > What's The Problem? > > > > > > > There's a purple haze coloring to distant objects.....trees, > > towers, > > > > > > > grandstands....are the most likely to show it. > > > > > > > > > > > > > > Why? > > > > > > > Because the mip mapping compression routine used by WinMip2 > > (created > > > > by > > > > > > > Klaus Horbrand) has a bug that doesn't adhere to the command > > > > indicating > > > > > > the > > > > > > > graphic file's "transparent" color. Instead, it includes the > > > > > transparent > > > > > > > color in the compression averaging. This means, the mip > > sub-images > > > at > > > > > the > > > > > > > low end.....get this purpose haze around the objects in the
file > > > > (trees, > > > > > > > grandstands, light poles, etc.). > > > > > > > > > > > > > > What's the Fix? > > > > > > > There isn't one until Klaus finds the bug and fixes WinMip2.Even > > > > then, > > > > > > I'm > > > > > > > not inclined to go back and re-do all these files....unless he > > also > > > > > fixes > > > > > > > the "batch conversion" routine in WinMip2 at the same time.If I > > > have > > > > > to > > > > > > go > > > > > > > back through all these files one by one....and re-convert themby > > > > > > > hand.......that will take about 15 minutes per file....andthere
Quoted text (13 lines)> > are > > > > > over > > > > > > > 1200 of them. Ain't no way I'm going to spend 300 hours doing > > this > > > so > > > > > > those > > > > > > > of you with low-end systems don't have this problem. > > Sorry...that's > > > > > just > > > > > > a > > > > > > > fact of life. > > > > > > > > > > > > > > I will keep you posted through this string only.......until I
hear
Quoted text (29 lines)> > > > back > > > > > > from > > > > > > > Klaus as to his "prognosis." > > > > > > > > > > > > > > Please do not email me about this....I already have plenty of > > > > > screenshots > > > > > > to > > > > > > > show this problem, I don't need any more. > > > > > > > > > > > > > > Thanks, > > > > > > > > > > > > > > Tom > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
They look GREAT on my sys. Thanks for the hard work Tom. Doug D P4 1.6 256 ddr G4 4200 w/ 128mb ddr "Ruud van Gaal" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (10 lines)> On Mon, 02 Sep 2002 22:31:09 GMT, "Tom Pabst" <[email hidden]> > wrote: > > >Hi Guys.... > > > >Well, unfortunately we have a problem with all four track re-texture jobs > >I've done in the last two months. > > > >The good news is....its not a problem for those of you running GF4 cards > >with high-end CPU's. If you run your video card settings as per my
"tweaks"
Quoted text (12 lines)> >log > >(www.pabst-racing.com/websreens/tweaks.xls) then the problem is not > >apparent in N2K2. If you have any other video card....or a slow CPU, > >there's no current "fix" for this problem at this time. > > > >What's The Problem? > >There's a purple haze coloring to distant objects.....trees, towers, > >grandstands....are the most likely to show it. > > > >Why? > >Because the mip mapping compression routine used by WinMip2 (created by > >Klaus Horbrand) has a bug that doesn't adhere to the command indicating
the
Quoted text (21 lines)> >graphic file's "transparent" color. > > Well, I'd say with those purple pixels in there, any card that does > h/w generated mipmaps would have the same problem. I think. ;-) > What the LOADER should do is kill of all purple pixels, replace them > with say black+alpha=0, and THEN generate mipmaps. > Ofcourse, use .tga's with alpha and you're all set. :) > > If WinMip2 creates the mipmaps itself then that's possible, but odd. I > create mipmaps only during loading time. Saves some disk space, and > CPU time wasted is so low these days so it doesn't make a difference. > And it should be done by the gfxcards anyway in the end. > > So do the WinMip generated files actually include all the mipmap > levels already? (ofcourse that means you are able to give those > mipmaps a nicer filter but still) > > > Ruud van Gaal > Free car sim: http://www.racer.nl/ > Pencil art : http://www.marketgraph.nl/gallery/
Tom Pabst 04 Sep 2002 06:53 UTC↳ reply to Biz#99504
Thanks for the "back up," Biz....lol.... I don't know what got into Schooner.......maybe he's just pissed off at me about the RASCAR stuff or something? Anyway, thanks for sticking up for me....lol... Regards, Tom "Biz" <[email hidden]> wrote in message news:qs6d9.50483$[email hidden]... > What is your problem? If you don't want to use his stuff, don't.Although I wish Tom's updates > could work as flawlessly as the original textures, he does them forhimself, and they look fine on > his system, so he owes you no explanantion. Why don't you grow a pair andgo away? Your criticism
Quoted text (10 lines)> is NOT WELCOME here. > -- > Biz > > "Don't touch that please, your primitive intellect wouldn't understand > alloys and compositions and,......things with molecular structures,....and > the....." - Ash > > > Schooner <[email hidden]> wrote in message
news:8a6d9.55600$[email hidden]... > > Whatever Tom. I know how to tweak my settings thanks. If you don't wantto > > reply then don't feel a need to. > > Perhaps learn to take a bit of criticism from time to time, like myselfyou > > are not correct 100% of the time either. > > And please don't assume if I have a good enough system or not or that itis > > optimized, not sure how you assumed it's not but I guess that's your wayof > > feeling big is to run others down without information. > > What you assume are "correct" settings are based on your opinion, notfact > > or industry known proofs. > > I'd appreciate you not spouting off as the expert in all areas whenclearly > > you are not. > > > > What you said was "Well, unfortunately we have a problem with all fourtrack > > re-texture jobs I've done in the last two months. > > The good news is....its not a problem for those of you running GF4 cards > > with high-end CPU's." > > From that I got the impression that the textures only worked properlywith a > > GF4 card which you state. You seem to believe that all people with ahigh
Quoted text (8 lines)> > end system would be running a GF4 but many of us use ATI in our high end > > systems. > > > > "Tom Pabst" <[email hidden]> wrote in message > > news:ic5d9.345749$UU1.59502@sccrnsc03... > > > Schooner... > > > > > > I'd prefer not to even answer your reply......because apparently
making > > sure > > > your system settings and video card settings are correct and optimizedfor > > > FPS and max quality graphics levels "is a chore" for you. That'sfine, > > and > > > I don't care one way or the other if you run these track re-texturesor > > not. > > > Its your loss, not mine (assuming you have a system strong enough todo > > so). > > > But, you keep making misleading statements, which could deter someoneelse
Quoted text (8 lines)> > > from running them who would like to have better, more realistic track > > > graphics. Therefore, I must reply. > > > > > > I did not say the "re-textured" tracks work only on Nv cards. I said, > > "they > > > are optimized" for Nvidia cards.....as are just about every graphic > > upgrade > > > created today in the sim world. So, are the original track textures
in > > most > > > sims as well. "Optimized" does not mean "works only on" - now doesit? > > > > > > The "settings" discussed as necessary to avoid seeing the "purplehaze" > > > around some objects on the track are the settings one should be usingin > > the > > > first place. Those reporting the "purple haze" clearly don't havetheir > > > video card "properties settings" correct (as was recently discovered). > > > Correcting that issue is "not jumping through hoops." Its correctinga > > > mistake the user has made. Making those corrections will not onlyprevent > > > the "purple haze" on my re-textured tracks....but it will also > > substantially > > > improve the graphics on all tracks...in ALL sims! > > > > > > I'd appreciate you stop trying to "knock something around"....justbecause
Quoted text (11 lines)> > > you are not familiar with it. Okay? > > > > > > Regards, > > > > > > Tom > > > > > > > > > > > > "Schooner" <[email hidden]> wrote in message > > > news:Ej0d9.55068$[email hidden]... > > > > You also said it only worked on nVidia cards not just an issue on
low > > end > > > > systems. I appreciate the work but seems like a lot of hoops tojump
Quoted text (9 lines)> > > > through to get them to work is all. > > > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > > > news:39Uc9.338029$UU1.57962@sccrnsc03... > > > > > Schooner... > > > > > > > > > > This didn't cause any "corruptions" of any existing > > files...........its > > > > > nothing but a "visual anomalies" on lower end systems....which you
are > > > > > advised in the readme.txt file not to use these track textureswith > > > > anyway. > > > > > If your system is up to snuff.....try them, you are missing somenice
Quoted text (10 lines)> > > > > realistic looking track graphics. > > > > > > > > > > TP > > > > > > > > > > > > > > > > > > > > > > > > > "Schooner" <[email hidden]> wrote in message > > > > > news:xRRc9.54908$[email hidden]... > > > > > > Thus the reason I avoid most add-ons and tweaks, they can cause
more
Quoted text (12 lines)> > > > > > problems than good. > > > > > > > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > > > > > news:NERc9.95008$[email hidden]... > > > > > > > Hi Guys.... > > > > > > > > > > > > > > Well, unfortunately we have a problem with all four track > > re-texture > > > > > jobs > > > > > > > I've done in the last two months. > > > > > > > > > > > > > > The good news is....its not a problem for those of you running
GF4 > > > > cards > > > > > > > with high-end CPU's. If you run your video card settings asper > > my > > > > > > "tweaks" > > > > > > > log > > > > > > > (www.pabst-racing.com/websreens/tweaks.xls) then the problemis > > not > > > > > > > apparent in N2K2. If you have any other video card....or aslow
Quoted text (22 lines)> > > CPU, > > > > > > > there's no current "fix" for this problem at this time. > > > > > > > > > > > > > > What's The Problem? > > > > > > > There's a purple haze coloring to distant objects.....trees, > > towers, > > > > > > > grandstands....are the most likely to show it. > > > > > > > > > > > > > > Why? > > > > > > > Because the mip mapping compression routine used by WinMip2 > > (created > > > > by > > > > > > > Klaus Horbrand) has a bug that doesn't adhere to the command > > > > indicating > > > > > > the > > > > > > > graphic file's "transparent" color. Instead, it includes the > > > > > transparent > > > > > > > color in the compression averaging. This means, the mip > > sub-images > > > at > > > > > the > > > > > > > low end.....get this purpose haze around the objects in the
file > > > > (trees, > > > > > > > grandstands, light poles, etc.). > > > > > > > > > > > > > > What's the Fix? > > > > > > > There isn't one until Klaus finds the bug and fixes WinMip2.Even > > > > then, > > > > > > I'm > > > > > > > not inclined to go back and re-do all these files....unless he > > also > > > > > fixes > > > > > > > the "batch conversion" routine in WinMip2 at the same time.If I > > > have > > > > > to > > > > > > go > > > > > > > back through all these files one by one....and re-convert themby > > > > > > > hand.......that will take about 15 minutes per file....andthere
Quoted text (13 lines)> > are > > > > > over > > > > > > > 1200 of them. Ain't no way I'm going to spend 300 hours doing > > this > > > so > > > > > > those > > > > > > > of you with low-end systems don't have this problem. > > Sorry...that's > > > > > just > > > > > > a > > > > > > > fact of life. > > > > > > > > > > > > > > I will keep you posted through this string only.......until I
hear
Quoted text (29 lines)> > > > back > > > > > > from > > > > > > > Klaus as to his "prognosis." > > > > > > > > > > > > > > Please do not email me about this....I already have plenty of > > > > > screenshots > > > > > > to > > > > > > > show this problem, I don't need any more. > > > > > > > > > > > > > > Thanks, > > > > > > > > > > > > > > Tom > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
On Tue, 03 Sep 2002 16:55:35 GMT, "Tom Pabst" <[email hidden]> wrote: >Ruud... > >First of all, the use of the "purple color" for a transparency color is >something not unique to Papyrus. Right, I have purple keying in Racer as well. But it's still a bit ancient by now. Just use alpha channels and you're set (it's cleaner I think, although it takes a bit more memory yes). >Back in the old N3 days and initial GPL graphics upgrades days.......Papy >didn't use this bright pink very often. Why? Because the mip compression >routine used by DirectX (I assume DX dictates this...but not totally sure of >it....perhaps there's a "game industry" graphic artists who visit r.a.s. who >can clarify this)....didn't allow for the "compression" to actually ignore a >designated "transparent" color. Probably because there is no transparent color. It doesn't exist on graphics cards. You create it by treating pink as transparent, but on CPU only; you then should create an alpha=0 black pixel or something and not leave the pink hanging around. Compression, like JPEG, kills exact color info so there goes your transparent color that must be exactly 255,0,255. ... >Papy's mip files.....for as long as I've been doing graphics on their >tracks, do contain the "sub-images" within the mip. This is unlike EA >sports track graphics (for example), which are bitmaps and the "hardware" >compresses them and mipmapps (to subimages) them as well. Which is more future-oriented. Doing your own mips enables you to use a better filter, but then things get small and with anisotropic filtering, well, why bother anymore. > I don't know why >papy does it this way, I'm sure they have a very good reason and perhaps >someone can tell us. Probably legacy stuff; GPL's rendering system is truly ancient and targeted at Voodoo-type cards; 'if you can miss pushing a triangle to the card then it's worth it'. Not true anymore these days. >What I can tell you is that the >low-level subimages are somehow not adhering to his programming command to >"ignore the field transparent color" in the compression averaging routine He's most probably simply using a box filter: Take 4x4 pixels: abcd => (a+b+e+f)/4 (c+d+g+h)/4 efgh (i+j+m+n)/4 (k+l+o+p)/4 ijkl mnop Very non-proprietary. :) But it filters in the pink with other colors, obviously. As I said, there is no transparent color unless you make all your functions listen to such a thing. With alpha channels, you don't have this problem, you just boxfilter away. >As you can see....."the use of .tga's" or any other graphic file format is >not an option....when re-texturing papyrus tracks for N2K2. Right; it was just a comment in general. BMPs are old & crappy (no support for 32-bit), just like GIF which didn't support 24-bit; what WERE they thinking? But BMPs are supported natively on Windows, which is why it's used much. But the format is not really the format of choice for racing sim textures, I'd say. Because of that very 'can't use purple' restriction. Entirely unnecessary and problematic with mip-generation (unless ofcourse you translate the BMP 24-bit into 32-bit where purple gets converted, which is what I do). > I think David >Noonan uses some of the same conversion "techniques" that Klaus does....but >I don't think they use the same programming/converter. I could be wrong >about that. As far as I'm concerned, my "hobby" of doing these track >graphics is only possible because of Klaus...and in the past, because of >David. I thank them a million times, every time I can. I'm not saying that Klaus did a bad job; I was just trying to clarify how things work behind it all, so it's easy to see why you get filtered pink into the mip images. And easy enough to fix to. >Sorry for the length of this response....but its somewhat of a complicated >topic....and I'm a "wordy SOB" anyway! ....lol... Hehe, true. :) >PS: Some day, I plan to try to do some graphic work on your "Racer" >tracks......if I can find the time. Try .tga files! ;-) Or Photoshop .psd's, for all I care, works too. :) (but it's slower) Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/
Ruud... You are confusing me with philosophy! Stop it! .....lol...... I can't change to .tga's....or any other format except what papy uses for N2K2.....lol.... So, don't confuse me with "possibilities" that exist in other sims....lol... I'm not that techy, you know? I'm not familiar with the term "alpha channel"....but I believe they do something like that. Some (not all) of the mips when converted to bmps produce a "filename.ti.bmp" which is a black and white only "silhouette" of the original colored bmp. Is that the "black=0" alpha channel you speak of? Papy has used that technique for several years to create the "racing groove" darkening of the track surface. But, it just showed up in many other texture files with n2K2 (could have been there for N4...I don't know because I didn't do textures for that sim). And, Klaus uses DXTex (DirectX) compression routine for his conversions. Why he has a problem with the 255-0-255 "pink" is something I don't understand (don't want to understand, either....lol....). I'm just sorry this occurs and it makes it tough for those with lower-end systems (who can't get decent FPS with LOD settings that limit the mip sub-images to about half normal)....to run my tracks (without getting the purple haze). What graphic file format does Racer use? TP "Ruud van Gaal" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (14 lines)> On Tue, 03 Sep 2002 16:55:35 GMT, "Tom Pabst" <[email hidden]> > wrote: > > >Ruud... > > > >First of all, the use of the "purple color" for a transparency color is > >something not unique to Papyrus. > > Right, I have purple keying in Racer as well. But it's still a bit > ancient by now. Just use alpha channels and you're set (it's cleaner I > think, although it takes a bit more memory yes). > > >Back in the old N3 days and initial GPL graphics upgrades days.......Papy > >didn't use this bright pink very often. Why? Because the mip
compression > >routine used by DirectX (I assume DX dictates this...but not totally sureof > >it....perhaps there's a "game industry" graphic artists who visit r.a.s.who > >can clarify this)....didn't allow for the "compression" to actuallyignore a
Quoted text (29 lines)> >designated "transparent" color. > > Probably because there is no transparent color. It doesn't exist on > graphics cards. You create it by treating pink as transparent, but on > CPU only; you then should create an alpha=0 black pixel or something > and not leave the pink hanging around. > Compression, like JPEG, kills exact color info so there goes your > transparent color that must be exactly 255,0,255. > > ... > >Papy's mip files.....for as long as I've been doing graphics on their > >tracks, do contain the "sub-images" within the mip. This is unlike EA > >sports track graphics (for example), which are bitmaps and the "hardware" > >compresses them and mipmapps (to subimages) them as well. > > Which is more future-oriented. Doing your own mips enables you to use > a better filter, but then things get small and with anisotropic > filtering, well, why bother anymore. > > > I don't know why > >papy does it this way, I'm sure they have a very good reason and perhaps > >someone can tell us. > > Probably legacy stuff; GPL's rendering system is truly ancient and > targeted at Voodoo-type cards; 'if you can miss pushing a triangle to > the card then it's worth it'. Not true anymore these days. > > >What I can tell you is that the > >low-level subimages are somehow not adhering to his programming command
to
Quoted text (15 lines)> >"ignore the field transparent color" in the compression averaging routine > > He's most probably simply using a box filter: > Take 4x4 pixels: > abcd => (a+b+e+f)/4 (c+d+g+h)/4 > efgh (i+j+m+n)/4 (k+l+o+p)/4 > ijkl > mnop > > Very non-proprietary. :) But it filters in the pink with other colors, > obviously. As I said, there is no transparent color unless you make > all your functions listen to such a thing. With alpha channels, you > don't have this problem, you just boxfilter away. > > >As you can see....."the use of .tga's" or any other graphic file format
is
Quoted text (14 lines)> >not an option....when re-texturing papyrus tracks for N2K2. > > Right; it was just a comment in general. BMPs are old & crappy (no > support for 32-bit), just like GIF which didn't support 24-bit; what > WERE they thinking? > But BMPs are supported natively on Windows, which is why it's used > much. But the format is not really the format of choice for racing sim > textures, I'd say. Because of that very 'can't use purple' > restriction. Entirely unnecessary and problematic with mip-generation > (unless ofcourse you translate the BMP 24-bit into 32-bit where purple > gets converted, which is what I do). > > > I think David > >Noonan uses some of the same conversion "techniques" that Klaus
does....but
Quoted text (11 lines)> >I don't think they use the same programming/converter. I could be wrong > >about that. As far as I'm concerned, my "hobby" of doing these track > >graphics is only possible because of Klaus...and in the past, because of > >David. I thank them a million times, every time I can. > > I'm not saying that Klaus did a bad job; I was just trying to clarify > how things work behind it all, so it's easy to see why you get > filtered pink into the mip images. > And easy enough to fix to. > > >Sorry for the length of this response....but its somewhat of a
complicated
Quoted text (14 lines)> >topic....and I'm a "wordy SOB" anyway! ....lol... > > Hehe, true. :) > > >PS: Some day, I plan to try to do some graphic work on your "Racer" > >tracks......if I can find the time. > > Try .tga files! ;-) > Or Photoshop .psd's, for all I care, works too. :) (but it's slower) > > > Ruud van Gaal > Free car sim: http://www.racer.nl/ > Pencil art : http://www.marketgraph.nl/gallery/
Ruud, N2K2 has an own texture file format. These mip files contain all mip levels and can be (5/6/5), (5/5/5/A), (4/4/4/4), (8/8/8), (8/8/8/8), DXT1 or DXT2. Usually they are in DXT1 format. WinMip creates these files out of a bmp and when necessary an additional alpha map. When doing the conversion algorithm for DXT1, I ran into a problem with multitextured surfaces not being displayed correctly. While trying to find out what was wrong, I stumbled over a MS tool, which actually does this conversion by loading the bitmaps into a D3D-DXT1 surface. Fine, that saves me a lot of time. For the texture compressed mips, WinMip only does the headers. It looks like the DirectX includes under certain circumstances the invisible color(s) into the calculation for the resulting color in the lower mip levels. I was told, this would be a desired effect. The artist has the possibility to decide by choosing the invisible color how the texture blends into the background when seen from far away. Now, the magenta (pink) color, which Tom chose, is for sure not the best choice. I guess, he was not aware of this effect and like me, he never saw the low mip levels used by N2K2. For I have no influence on the conversion process - the DX Texture tool is kind of a black box - all I can do with WinMip is to change the texture before it is handed over to the compression tool. Will mean I built in an algorithm which optimizes the colors of the invisible pixels so there are most likely no color changes at the lower mip levels, no matter which invisible color has been chosen by the texture creator. I have not heard of Tom yet, but the results of my test look very promising. He will not have to redo his textures. There�s only a WinMip batch conversion mip->bmp and then back bmp->mip necessary and the "purplization" is gone. Klaus H�rbrand WinMip file conversion tool http://www.horbra.de/winmip
On 07 Sep 2002 14:05:07 GMT, [email hidden] (HORBRA) wrote: ... >It looks like the DirectX includes under certain circumstances the invisible >color(s) into the calculation for the resulting color in the lower mip levels. >I was told, this would be a desired effect. The artist has the possibility to >decide by choosing the invisible color how the texture blends into the >background when seen from far away. Hm, ofcourse blended filtering can be good or bad, whichever the artist wants, but blending in pink into mipmapped levels will result in halfly-pink colors, which I don't think are ever ok. ... >For I have no influence on the conversion process - the DX Texture tool is kind >of a black box - all I can do with WinMip is to change the texture before it is >handed over to the compression tool. Which is I think the best thing to do. I convert purple pixels (admittedly hardcoded at 255,0,255) to black & transparent (0,0,0,0). That makes filtering with whatever algorithm (meaning: taking into account transparent colors or not) quite acceptable. For objects like trees I think blending the (0,0,0,0) color would be ok, as it makes the leaf edges smoothish. For fences, a harder approach might look better. But to avoid transparent colors bleeding into actual pixels I just modify them upfront before handing them over to OpenGL (or in your case, DX's DXT1 compressor). > Will mean I built in an algorithm which >optimizes the colors of the invisible pixels so there are most likely no color >changes at the lower mip levels, no matter which invisible color has been >chosen by the texture creator. Right. >I have not heard of Tom yet, but the results of my test look very promising. He >will not have to redo his textures. There�s only a WinMip batch conversion >mip->bmp and then back bmp->mip necessary and the "purplization" is gone. Sounds promising. :) Cheers, Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/
Ruud... I've been traveling since early last week, but I have hooked up with Klaus in the last 24-hours. It appears the problem of the "pink haze" created in the low-level mips has been resolved by his changes to the WM2 code (and how it deals with averaging the invisible colors in the low-level mips). I should mention again, all of this is rather academic.....if you are running a GF3 or higher video card, you should have your mipmapping LOD slider set so the low-level mips are never displayed. This is of course, the reason I never saw this problem in the first place. I did want to clear up one matter. I did not select the "255-0-255" pink color to use as the "invisible field color" in my track re-texture work. I have been doing this sort of thing for about 4 or 5 years now.....and that "pink" color has been used extensively in mips for the "invisible" field or background that TSO textures are painted on. Obviously, you can't select an invisible color.....that would also be contained in the object textures....and that color would almost never be included. However, I was not aware that with the new WM2......Klaus' code was choosing that color to display in the bmp file (after being converted from a mip by WM2). I thought I was looking at a bmp file that was "exactly as papy had produced it originally" - since that has been the way WM has worked for several years. I simply left the "pink" color there.....after modifying the bmp and then giving it back to WM2 for conversion back to a mip file. I have only been working with N2K2 track texture files for a few months now.....and I still run into some funny stuff that I've not figured out yet. According to Klaus, I am one of the few people on the planet doing this....other than Papy.....so my "knowledge base" on N2K2 graphic file architecture is a bit "thin" at this time....with no place to go and get information from others who have been doing this work longer than I have. Klaus is my only resource for tech information on this work....although he has been extremely helpful right from the beginning. The "concept" that blending the invisible/field color with the object "edge pixels" might at first seem to be a good one.....allowing the artist to choose a field color much like the background color that the object will be displayed against once the user is running the simulation. Especially, this would be useful (as Klaus indicated) for the low-level mips. However, that's "good" in theory.....but not in practice when applied to papy's mip files. I would say something like 30% to 40% (depends on the track) of their mip texture files contain multiple objects. Granted, they are usually related in some way on the track.....but with multiple objects.....that usually means multiple backgrounds (background colors) when displayed on the sim track. So...that would effectively kills the usefulness of that background blending ability. Would it not? Even single objects....can be seen against varied backgrounds once you are racing on the track. Trees...partially up on a hillside......especially on a road course......would be seen by the sim driver with the hill as a background (so perhaps some green color would be ideal - but you can't use green because it would likely occur in a 16m color bmp of a tree)...and also a sky as a background...where you'd want to use some blue color. Which to use? Then again, if you are running a high-end video card you don't even see the low-level mips anyway....so "who cares?" I'd much prefer to remove the field color (invisible color) completely from the rendering equation. Ruud, have you done the graphic textures for the Racer TSO/tracks? Or do you have someone working with you who does the graphics? Also, I had heard that a major revision/update to OGL was due out soon. Is that out...and what changes are in it that have greatly affected how you work with OGL in Racer? Thanks for your input on this issue, Ruud.....you helped me to understand some of things Klaus was trying to explain to me. I'm an artist....not a programmer! ....lol...... Regards, Tom "Ruud van Gaal" <[email hidden]> wrote in message news:[email hidden]... > On 07 Sep 2002 14:05:07 GMT, [email hidden] (HORBRA) wrote: > > ... > >It looks like the DirectX includes under certain circumstances theinvisible > >color(s) into the calculation for the resulting color in the lower miplevels. > >I was told, this would be a desired effect. The artist has thepossibility to
Quoted text (9 lines)> >decide by choosing the invisible color how the texture blends into the > >background when seen from far away. > > Hm, ofcourse blended filtering can be good or bad, whichever the > artist wants, but blending in pink into mipmapped levels will result > in halfly-pink colors, which I don't think are ever ok. > > ... > >For I have no influence on the conversion process - the DX Texture tool
is kind > >of a black box - all I can do with WinMip is to change the texture beforeit is
Quoted text (15 lines)> >handed over to the compression tool. > > Which is I think the best thing to do. I convert purple pixels > (admittedly hardcoded at 255,0,255) to black & transparent (0,0,0,0). > That makes filtering with whatever algorithm (meaning: taking into > account transparent colors or not) quite acceptable. > For objects like trees I think blending the (0,0,0,0) color would be > ok, as it makes the leaf edges smoothish. For fences, a harder > approach might look better. > But to avoid transparent colors bleeding into actual pixels I just > modify them upfront before handing them over to OpenGL (or in your > case, DX's DXT1 compressor). > > > Will mean I built in an algorithm which > >optimizes the colors of the invisible pixels so there are most likely no
color > >changes at the lower mip levels, no matter which invisible color has been > >chosen by the texture creator. > > Right. > > >I have not heard of Tom yet, but the results of my test look verypromising. He > >will not have to redo his textures. There�s only a WinMip batchconversion
Quoted text (9 lines)> >mip->bmp and then back bmp->mip necessary and the "purplization" is gone. > > Sounds promising. :) > > Cheers, > > Ruud van Gaal > Free car sim: http://www.racer.nl/ > Pencil art : http://www.marketgraph.nl/gallery/
On Wed, 11 Sep 2002 06:48:49 GMT, "Tom Pabst" <[email hidden]> wrote:
Quoted text (8 lines)>The "concept" that blending the invisible/field color with the object "edge >pixels" might at first seem to be a good one.....allowing the artist to >choose a field color much like the background color that the object will be >displayed against once the user is running the simulation. Especially, this >would be useful (as Klaus indicated) for the low-level mips. However, >that's "good" in theory.....but not in practice when applied to papy's mip >files. I would say something like 30% to 40% (depends on the track) of >their mip texture files contain multiple objects.
If the textures indeed contain multiple images (textures) than filtering like this will always fail to give nice results. >Then again, if you are running a high-end video card you don't even see the >low-level mips anyway....so "who cares?" Mipmaps are there for a reason; they reduce anti-aliasing. You do nowadays have things like anisotropic filtering and FSAA, but mipmapping is still a good method to reduce aliasing in far-away objects. Even though you could turn them off with a slider, doesn't that increase shimmering in distant objects? > I'd much prefer to remove the >field color (invisible color) completely from the rendering equation. Right, it was a hack dating back to WinG I believe, where you just had BMP, which has just 24-bit (no alpha). Being independent of a magical invisible color is quite a bit cleaner. >Ruud, have you done the graphic textures for the Racer TSO/tracks? Or do >you have someone working with you who does the graphics? I don't do any Racer graphics except for some dials and the menu screens. The rest is done by others (various people). I'd advise against using multiple images in a single texture image, for reasons of mipmapping. However, cars generally do this and it seems to work (although I've never checked how it does on the edges when mipmapping is on). > Also, I had heard >that a major revision/update to OGL was due out soon. Is that out...and >what changes are in it that have greatly affected how you work with OGL in >Racer? None. :) That's the beauty of OpenGL for a large part; the basic design is very much ok and stable. Multitexturing came in a little late, and that's used in a part of the code. But OGL is about drawing polygons, and that's still largely the same concept as 10 years ago when OGL was created by SGI. OGL progresses slowly (1.4 now); there are drafts of 2.0 (although it seems like it's taking a separate path from the regular OGL updates) which effectively makes the card a programmable thing, rather than adding more & more specialized effects (vertex/pixel shaders). But shaders are quite lowlevel and I never actually went there yet. Have gameplay as a higher priority... I don't know too much about OGL2.0 though... It may include OpenML, which stands for Media Library (for movies, video, audio etc). Which would make it more of a complete DirectX counterpart (which is much too platform-specific, so always needs to be abstracted away from application code). >Thanks for your input on this issue, Ruud.....you helped me to understand >some of things Klaus was trying to explain to me. I'm an artist....not a >programmer! ....lol...... Glad to be of help. :) Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/

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