after re-installing tf2 i ran into a problem: some textures blend as distance increases like this: https://imgur.com/a/7b7lx
you can really see on dev textures if you open the images in full screen and on some regular textures like brick walls etc. i looked far and wide to find a command that fixes this but found nothing. if anyone knows how to fix this, please let me know.
textures blending at distance
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Customization
after re-installing tf2 i ran into a problem: some textures blend as distance increases like this: https://imgur.com/a/7b7lx
you can really see on dev textures if you open the images in full screen and on some regular textures like brick walls etc. i looked far and wide to find a command that fixes this but found nothing. if anyone knows how to fix this, please let me know.
you can really see on dev textures if you open the images in full screen and on some regular textures like brick walls etc. i looked far and wide to find a command that fixes this but found nothing. if anyone knows how to fix this, please let me know.
Crank the AA and AF in the graphics options? What's your mat_viewportscale at?
Crank the AA and AF in the graphics options? What's your mat_viewportscale at?
mat_trilinear 1
if that's still too blurry, mat_forceaniso 2
mat_trilinear 1
if that's still too blurry, mat_forceaniso 2
if that's still too blurry, mat_forceaniso 2
piggybacking on this post with a similar question.
when using mat_filtertextures 0, is there a way to stop the LOD improving as you get closer to a texture? I'll upload a screenshot soon but then floor infront of me will have distinct (and distracting) lines where the texture improves as it approaches my model.
in essence is there a way to force the lowest LOD textures by changing render distance or something?
thanks for any replies
piggybacking on this post with a similar question.
when using mat_filtertextures 0, is there a way to stop the LOD improving as you get closer to a texture? I'll upload a screenshot soon but then floor infront of me will have distinct (and distracting) lines where the texture improves as it approaches my model.
in essence is there a way to force the lowest LOD textures by changing render distance or something?
thanks for any replies
when using mat_filtertextures 0, is there a way to stop the LOD improving as you get closer to a texture? I'll upload a screenshot soon but then floor infront of me will have distinct (and distracting) lines where the texture improves as it approaches my model.
in essence is there a way to force the lowest LOD textures by changing render distance or something?
thanks for any replies
arnoIdpiggybacking on this post with a similar question.
when using mat_filtertextures 0, is there a way to stop the LOD improving as you get closer to a texture? I'll upload a screenshot soon but then floor infront of me will have distinct (and distracting) lines where the texture improves as it approaches my model.
in essence is there a way to force the lowest LOD textures by changing render distance or something?
thanks for any replies
I'm pretty sure that's from bilinear filtering, just turn on mat_trilinear 1
[quote=arnoId]piggybacking on this post with a similar question.
when using mat_filtertextures 0, is there a way to stop the LOD improving as you get closer to a texture? I'll upload a screenshot soon but then floor infront of me will have distinct (and distracting) lines where the texture improves as it approaches my model.
in essence is there a way to force the lowest LOD textures by changing render distance or something?
thanks for any replies[/quote]
I'm pretty sure that's from bilinear filtering, just turn on mat_trilinear 1
when using mat_filtertextures 0, is there a way to stop the LOD improving as you get closer to a texture? I'll upload a screenshot soon but then floor infront of me will have distinct (and distracting) lines where the texture improves as it approaches my model.
in essence is there a way to force the lowest LOD textures by changing render distance or something?
thanks for any replies[/quote]
I'm pretty sure that's from bilinear filtering, just turn on mat_trilinear 1
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