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Cap zone ring materials - #133

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DraGonM wants to merge 3 commits into
NeotokyoRebuild:masterfrom
DraGonM:cap_zone_ring_materials
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Cap zone ring materials#133
DraGonM wants to merge 3 commits into
NeotokyoRebuild:masterfrom
DraGonM:cap_zone_ring_materials

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@DraGonM

@DraGonM DraGonM commented Sep 7, 2026

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Materials for the cap zone's ring, not sure if effects is the right folder.

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neo - NeotokyoRebuild/neo#2119

DESKTOP-CCL0V26\DraGonM added 2 commits September 6, 2026 23:31
(cherry picked from commit e909c2cc1f8135029679cfe9379f83b44502e876)
@AdamTadeusz

AdamTadeusz commented Sep 8, 2026

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Not generating mipmaps is fine for hud elements since they usually don't move and have a fixed size on screen. Here however, we're drawing the cap border in world, so both of these assumptions are false. The result is that, when viewed at a distance, the cap border appears to shimmer as the very high detail hud element moves slowly in the distance.

The solution is to generate mipmaps for the texture, so a lower detail texture can be used from a distance.

Moreover, given how much fine detail is in this particular texture, if you do not draw the mipmaps yourself (which almost nobody does), it's important to choose the right algorithm for generating the mipmaps so they do not have too much detail. Using a paint.net vtf plugin, I've create this texture which uses the standard Box mipmap filter, but a Smoothen Sharpen filter. this results in a blurred texture the lower the LOD, that completely removes the shimmering when viewing the texture at a distance.

image

Programs like vtfedit usually have a tab where you can switch between and inspect the different mipmaps
image

@AdamTadeusz

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cap_zone_bar2.zip

@DraGonM

DraGonM commented Sep 8, 2026

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@AdamTadeusz thanks, I've updated mipmap filtering

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2 participants