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Fuzzy textures

highpockets

SOH-CM-2025
I have to assume that the fuzzy texures on some of my A/C in the Leningrad Campaign are due to the specific texture itself. The IL-2 and the German plane insignias are pretty clear but the YAk 3,Yak 9 and the Polikarpov are fuzzy. Not a big deal, they all fly well enough, just wondering there was anything I could do to improve?Setting the resoulution in the graphics card doesn't make much, if any difference.
 
The format that the textue is saved as has an effect. DTX3 will look nice and clean but some times is too clean close up.
 
Sorry Allen, thats really Greek to me! :dizzy:


Highpockets,

Open up the texture folder for the aircraft that is giving you trouble. It should have the textures in one of three formats, DTX1 , DXT3 or 565. If you can see the texture in the folder then its probly a 565. that is the basic BMP without an alpha channel. If you don't see the texture and get an error when you try to view them then its either a DXT1 or DXT3.

If you don't have MW's dxtbmp I would get it. that way you can open the image and change the format. in many cases you can just resave the image as a 565 and call it good. but if it has an Alpha channel then it will have to stay a DXT1 or DXT3. If it is a DXT3 you can save it to a DXT1. this may help.

I'm not sure how well you know how to use the dxtbmp so if you need any help just PM one of use and we can walk you through it.

Another thing you can try if you graphics card can handle it. Is to increase the detail levels.

Thats all i can think of. let us know if anything helps.

Till Later,
John
 
High pockets......

.....put down the tequilla and pick up the newer prescription glasses!!!:biggrin-new: Actually kidding aside go here; http://www.mwgfx.co.uk/ and get the BXT utility. and we will begin from there. I have a instruction around here somewhere about the steps to take that will clarify the texs. Maybe someone else here remembers it off hand.
 
Guys,

What causes fuzzy textures in CFS2 is usually that the compressed texture file includes mipmaps. Mipmaps are pre-calculated, optimized collections of images that accompany a main texture, intended to increase rendering speed and reduce aliasing artifacts. With modern computers, it's not needed anymore and it messes with the clarity of the rendered textures.

Download Martin Wright's DXTbmp program here (you'll need his dll package as well)

http://www.mwgfx.co.uk/programs/dxtbmp.htm

Once you load it, open your fuzzy textures and resave them in either DXT1 with Alpha or DXT3 formats and make sure the mipmap boxes are left unchecked. See the pic. Once the compressed texture files don't have associate mipmaps, I'll bet you planes won't be fuzzy anymore'
View attachment 3321
 
OK Guys. Im' off to church this AM, but I'll give it a whirl this afternoon. If I get stumped, I know where to go for help.:applause:
 
OK fellows. I ventured into the voodoo of textures. :icon_eek:
I D/L the tool suggested and went into the texture file, made copies of the fuselage and wing before doing anything(in case I screwed up anything) & opened each in the tool ( separately of course). At that point, I unchecked the box as Captain Kurt instructed and just resaved. Some of the images were DXT1 and some 565. Just saving after opening back to the file fixed the textures.:jump: I would not know how to change any of them to one of the other (DXT1,565 or DXT3) anyway.
I cleaned up several of my A/C textures and they look great. I have a fairly fast computer and graphics card so all should be OK. Many thanks to Blood_Hawk23, Fibber and Captain Kurt. If Martin Wright has instructions in his site I may take a peek sometime now that I have been in the "jungle".
 
A word of advice

OK fellows. I ventured into the voodoo of textures.
I D/L the tool suggested and went into the texture file, made copies of the fuselage and wing before doing anything(in case I screwed up anything) & opened each in the tool ( separately of course). At that point, I unchecked the box as Captain Kurt instructed and just resaved. Some of the images were DXT1 and some 565. Just saving after opening back to the file fixed the textures. I would not know how to change any of them to one of the other (DXT1,565 or DXT3) anyway.
I cleaned up several of my A/C textures and they look great. I have a fairly fast computer and graphics card so all should be OK. Many thanks to Blood_Hawk23, Fibber and Captain Kurt. If Martin Wright has instructions in his site I may take a peek sometime now that I have been in the "jungle".

Hi highpockets,

if you desire to change a texture file format with DXTbmp, you only have to go to the FILE menu and select "Save as". Then the application will give you the several formats to choose through a drop-down menu.

Just remember, DXT1 and 3, or compressed format, are useful with older, slow computers because they offer a slightly better framerate performance, but they make the texture look worse every time they go through a save cycle.

This phenomena is known as "colour bleed effect" and it looks pretty much as the same effect that can be seen in films that have been compressed too much, with the image contours that start looking like a bunch of square boxes.

If you have the chance to zoom-in any CFS2 DXT1/3 textures, DXTbmp links by default to Windows Paint to open and edit textures, you will notice "boxes" of colour appearing all over the texture, specially where dark colours meet lighter hues. Besides, those watered down colour boxes tend to veer towards red and green, contributing to change the overall colour and ruin the sharpness of the original texture, getting worse and worse each time they are saved. :barf:

My favourite format is 565. Sure, it slows the framerate on older machines and the resulting file size is quite bigger than what produced with DXT1/3, but the clarity of the texture remains impeccable even after countless saves.
With the few repaints I ventured into that required a different format that 565 (more or less, they all screw up the textures), because I needed an alpha channel texture, like stock CFS2 damage textures for example, I always used the trick to save the original work in 565 right away, do all of my work and my saves in 565 format and then do the very last save in the different format required by that texture. In this way, the damage to the texture was minimized.

Another tale-telling clue about which type of format was used to save a given texture is when you try to open a texture file with just a double-click.

Whatever Windows image viewer opens it, if the file was saved in compressed DXT1/3 format, you will see on your screen a screwed up, abstract painting. If the file was saved in 565 format instead, you'll be able to see clearly what part of the aircraft that specific texture covers.

Cheers!
KH
:ernaehrung004:
 
Hi Kelti.

DXTbmp doesn't have to use MSPaint (which is an awful graphics program). It just defaults to it in case you don't have any other painting program. Use GIMP, Paint Shop Pro or Photoshop and option DXTbmp to use that as its default and the effect you are describing will not be there.

DXT1 has the greatest compression and therefore the most loss of detail. DXT3 is a compression algorithm but it isn't nearly as drastic and preserves most of the detail. 565 uses creates files 4 time larger than DXT3 so of course it has more detail, but you sacrifice any transparency areas because it doesn't use the alpha channel which means no damage textures. For my money, other than prop textures, DXT3 is the best compromise.

Just my preference, 2 cents, etc.
 
HP...

..recently sent a message to a certain retired contributor here regarding this texture problem and this is what he sent in a reply (in sum and content)..."....but usually you can fix most problems with texture display by opening the file in DXTbmp and resaving in 'extended 16-bit format 565' with the 'save with MIPs' block unchecked on the righthand menu of the main screen. And keep a copy of the original in case you need to experiment with other formats to solve your problem."
I have personally did this on all my planes and the resulting clarity was amazing!!!!

NB: He is also well and enjoys flying R/C aircraft of which he relates to having a hanger (garage) full!!!
 
I use Pixia, a free paint program that does a great job. I to save all my textures in a DXT3 format.
 
Hi Kelti.

DXTbmp doesn't have to use MSPaint (which is an awful graphics program). It just defaults to it in case you don't have any other painting program. Use GIMP, Paint Shop Pro or Photoshop and option DXTbmp to use that as its default and the effect you are describing will not be there.

DXT1 has the greatest compression and therefore the most loss of detail. DXT3 is a compression algorithm but it isn't nearly as drastic and preserves most of the detail. 565 uses creates files 4 time larger than DXT3 so of course it has more detail, but you sacrifice any transparency areas because it doesn't use the alpha channel which means no damage textures. For my money, other than prop textures, DXT3 is the best compromise.

Just my preference, 2 cents, etc.

Hi Captain Kurt!

Obviously so, MS Paint is a Jurassic graphics program, if not worse. Mine was only an example for highpockets, so that he could open a DXT1/3 file and see what happened. Trying to modify a texture it's an entire different ball game and MS Paint is a real hog when it comes to blending paints and so on, while layering doesn't even exist!

Although you might be surprised at all the things I was able to get out it, since I never had the physical time to study more complex, professional applications like Corel Draw, PSP or Photoshop.

My entire series of Pearl Harbour Japanese repaints for stockers (which I have plans to expand in the future with some new "eye candies") was done with copy and paste actions in MS Paint!
When I claimed in my readmes that I cleaned up most the "colour bleed" effect, I assure you I did it by copying a pixel of "good" paint and pouring it in the offended areas with the bucket and the pencil tools. The results were quite good. In the same way, I did all of my de-mirrored repaints for the overhauled stockers.
Then, I saved the textures everytime in 565 format. Since those were jobs that went on for quite a time, the times I saved my work were many, but I never lost the tiniest detail. I did the same job on the damage textures, by pasting the bullet holes and ripped parts copied from the stock textures over a copy of the good primary texture.
Next step, I extracted the stock alpha channel, transparent damage texture with DXTbmp. The very last time, I saved it only once together with the finished damage texture in 555-1 format (which bleeds colours just like DXT1/3), obtaining the complete damage texture file with its proper transparent areas where combat damage occurred.

This is how I did my last stocker repaint, OH B-24D "Hail Columbia".

All of the above goes also to demonstrate what I discovered since the very beginning of my modest involvement with repaints: it's not the capability level of the graphic program used that "bleeds" the paint, but saving a given texture in compressed format. Every new save worsens the problem, while I saved countless times the same texture in plain *.bmp format with stone-age MS Paint and I never lost a single pixel of colour.

Even virgin, off-the-shelf CFS2 stock liveries show a certain degree of bleeding damage caused by their DXT1 compressed format.

With all of it said, I :loyal: :applause: :medals: you and all of the fine repainters who presented us with splendid, realistic aircraft, ship, vehicle and assorted CFS2 object textures, as I know what it means tackling a repaint!

Cheers!
KH
:ernaehrung004:
 
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