I was always wondering why textures in UT3 look so blurry compared to other games or even the UDK.
The answer is as simple as appalling. The vast majority of UT3 textures have a LOD Bias of 1 by default. Which forces them to always use the first MipMap at a close distance. What this means is that each texture is beeing used at a quarter of its actual resolution.
So, what do you have to do now?
Double click on a texture in the generic browser to open the Texture Properties window. Scroll down to the LODGroup setting and change it from Texturegroup_World to Texturegroup_Skybox or Texturegroup_UI.
Both of these presets have a LoD of 0. _Skybox is limited to 2048x2048 textures whilst _UI can handle 4096²px textures, too.
The good news is that this will work with most(some?) stock textures from cooked packages, too - though not all of them.
The visual difference is beyond any doubt.
P.S. I have no idea if this is common knowledge but I only found few infos on this topic.
Otherwise I have no idea. It should work for every custom texture that does no have a different LODGroup already and also some stock ones / from cooked packages.
Heu... nope, I didn't change any ini's since it's not mention in the OP
But if I do apply the changes, I can't understand how it will look better on other pc's since most users don't change nothing in their ini's ? So it will look better on my pc only
I can see it look a tad better with your example pic but I found the visuals improvements very little, honestly. Perhaps it would look better with other materials ?
But it's a good find m8
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
No mate. What you can see in the .ini is just the preset defining. You could change the LoD settings there but noone else would profit from it, that's right. That's why you set the LODGroup in the editor. If you take a look at that listing you'll see that _UI and _Skybox presets have LODBias=0 whilst it's LODBias=1 for most of the other ones. You don't have to touch the ini.
Yeah, that pic from the barrel in your Megane map is a bad example because i was not able to change the specular map. Just take a look at those leaves in the opening post again ;)
Yep, I understood what you explained in the OP but I didn't understand correctly your previous post, sorry Indeed, my ini's use the default settings
The difference is obvious in your OP but I didn't see any difference in my WIP maps even after change the LOD on all textures.
But, the way I understand it, if your using a stock texture that look blurry ingame, you will have to duplicate every one of the texture in your map package, set the LOD & will result in a much bigger map file.
I'm curious to see how it would look like with a map like Amissa since I've use many custom plants
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.