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PostPosted: 06 Jun 2011 06:12 
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Joined: 13 Feb 2011 10:13
Posts: 7
Location: Montreal, Quebec, Canada
See this topic: http://forums.auran.com/trainz/showthread.php?t=73052

To resume: in TS2010 or TS12, if anti-aliasing is set to other than OFF, the wireframes gets fat and almost hides the basemap under. It only happens when using tranzdem basemaps...

Here's a clip to show what's happening: http://www.bicot.ca/videos/aaproblem2.wmv

In Ts2010: 3 choices of AA where available: 0,2 and 4. When in surveyor mode, I would set it to 0 (off). In Ts12, only two choices are available: 2 and 4 so using ts2012 with dem based stuff is nearly impossible... :cry:

Like mentionned in the trainz forum thread, I've even disabled AA via the nvidia controls, it did not make any difference in the game... Any suggestions? Thanks.

PS using Transdem version 2.1.2.0


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PostPosted: 06 Jun 2011 09:21 
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Joined: 05 Jan 2011 16:45
Posts: 1465
Are your observations different to mine, as posted here?
http://forum.transdem.de/viewtopic.php?p=390#p390

(Not sure about my settings there for TS12)


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PostPosted: 06 Jun 2011 14:23 
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Joined: 13 Feb 2011 10:13
Posts: 7
Location: Montreal, Quebec, Canada
We are indeed talking about the same problem GeoPhil... :cry:

Viewed from any angle, there quite a big difference when activating/deactivating AA.

Another observation: if there is no basemap tiles under, the wireframes do not thicken when activating anti-aliasing.


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PostPosted: 24 Sep 2011 07:37 
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Joined: 24 Jan 2011 22:26
Posts: 10
Location: Oslo, Norway
Hi all - back from the summer...

Yes the effect of not being able to deactivate AA in TS12 is the same as indicated by bicotz (and in geophil's screen shots). I also sent details of this to Zec at helpdesk, but he has not replied.

For this reason I continue to build in TRS 2010 - unless a solution for TS12 is found such as:

1) being able to turn AA off fully if that is the cause of this problem, or

2) Another thought - if it is the case that "It only happens when using tranzdem basemaps..." then possibly something can be done with the way the basemaps/ tiles are made? (Probably not, but worth trying all options).

Sorry, I am not a technical boff, so these issues are a mystery to me! However, it would be great if a solution on this could be found...? This is the challenge! Any takers?

pdw :?: :idea: :?: ;)


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PostPosted: 16 Jan 2012 21:06 
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Joined: 24 Jan 2011 22:26
Posts: 10
Location: Oslo, Norway
I have now received a reply from Zec at the Help Desk as follows:

Quote:
This is a side effect of the 'mip-mapping' used to shrink the size of textures when you are further away, so as to reduce the load on your computer. As a number of functions in TS12 require the anti-aliasing filter to be turned on, we have removed the 'off' option for this.

However, please try increase the 'anisotropic filtering' option in the in-game options (these are accessed by opening the 'main menu' drop down on the top toolbar, then clicking on options). This will help to reduce the apparent effects of the 'mip-mapping' system, however you will still see it to some extent.

Please let us know how you go.
Thank you for your patience.

Zec Murphy

Customer Support Rep
N3V Games



I did as Zec suggested, but it does not make a big difference. TransDem tiles are still very difficult to see through wireframe..

pdw :( :?:


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PostPosted: 16 Jan 2012 21:28 
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Joined: 13 Feb 2011 10:13
Posts: 7
Location: Montreal, Quebec, Canada
Back to TS2010 I guess.... Thanks a ton for your efforts PDW!


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