Even with the hard edges and not a trace of black in the texture I still get a black outline (or transparent white with 'Alpha Modulate' unchecked under the MIP map options) on all the MIP maps. The only part that doesn't have any problems is the first original texture before MIP mapping kicks in.
As mentioned, this will probably be because your source texture most likely has a black background on the RGB channels.
In other words, if looking at the texture in PS without the alpha channel, you want something like B and not like A.
When viewed in UnrealEd, just make sure the bMasked or bAlpha is False and you can see the full RGB channels of the texture without the alpha channel. The background should be a green/yellow/brown color that is commonly found in the colors of the foliage in question.
Notice that the second grass texture has a green background.
If you leave the RGB channel background color as black, when the Mips are created which are essentially resampled-by-2 down-sized images, it starts to pull pixels in on the RGB channels during the box-filtering, plus it starts to change the alpha channel edges.
So the black (or whatever) background color starts to creep in on the actual texture outline edges.
The way I do it is to work on any foliage completely masked (floating), then I paste that onto a solid background of a common or slightly darker color than the foliage, flatten it, and export.
Hmm, I just tried to do this without success. I saved the file as a .dds in PS without Mips and then imported it into ROEd with the 'Generate MipMaps' box checked. However, the texture in-game didn't have any Mips at all.
You can't re-DXT a DXT...
So the Mips checkbox and right-click Compress essentially do nothing in UnrealEd on an imported .dds file. You end up simply importing whatever you created with the source .dds you import.
You would have to import as .bmp/.tga/.pcx to get the Editor's Mips and Compress features functional.
However, UnrealEd will simply create a full...1x1 Mip'ed DXT, but is useful to see if your external .dds'er software is messing up in comparison.
The view distance is set to 90 000 UUs
TWI must have modified the engine...
The UE2.5 engine limit on rendering view is 64k units (~1km)...
The map is also well designed
It sounds like you really thought this one out.
I've double-checked and made sure that there is no black in the texture, especially around the edges. I haven't figured out how to create a 1 pixel border of green around the image yet, any hints or will I have to Google it?
So the actual texture RGB channels background is green?
As seen in my examples above (the one on the right).
What I hope to achieve is a texture that either fades into a solid colour
As mentioned then, the only possible fix that I see is to hand paint the RGB and Alpha Channels of the lower Mips.
However, locating software that allows you to do that I am unsure of...
I don't believe the PS Plugin will do it, neither will Compressonator.
what do you mean by 'use multiple targets for each Mip level?
Essentially creating some of the actual Mip textures themselves.
So if you had a 1024x1024 main texture, you would have to export and view the Mips starting at probably around 64x64 and see how much "block resampling bleed damage" has been done to the original image.
What will occur is the filtering will start to blur out the RGB and Apha Channels until you are left with a blob-down-to-a-pixel on the RGB, and a semi-transparent-blob-down-to-totally-transparent-pixel on the Alpha channel (white blob amidst black background down to fully black).
This is why the texture will "disappear" at a certain distance.
The best scenario would be to touch up the smaller Mip textures so that it actually blended from the source texture of "grass blades" down to a reasonable facsimile of a "horizontal grass field" (ie. no individual blades visible), just like we see in real life.
But as I mentioned, I am unaware of any DXT software that lets you edit the Mips and then "insert/compile/attach" them back into the .dds file.
I know of software that will export all Mips out of a .dds though...
*edit* I just Googled it and there are some programs that will edit Mips. Best to search and decide on one yourself.
Perhaps
MipEdit? I didn't look at them all...
It would be nice but I believe I can keep the poly count at around 100 000 - 150 000. Keep in mind that there's isn't very much BSP in the level either.
I am working on a large set of custom meshes for UT2004 and (eventually into UT3) Onslaught modes that are a combination of multi-textured, skinned, lightmapped, etc., and the current first game map to use these is pushing about 250,000 triangles of combined Staticmesh, Terrain, and details.
FPS is 30+ on a P4-3.2HT with ATI X800, and getting better on hardware above that.
So it is possible to do it on today's hardware.
I also have some real nice high-poly buildings under development for my RO map. Screenshots in a couple of days.
I don't think this is true. ... I'm pretty sure this is because there are more alpha texels than actual solid ones in the texture.
The lowest Mip will still be a 1x1.
The resulting full alpha transparency 1x1 will occur on any source texture that is more than 50% transparency on the alpha channel, which is also what you are experiencing with your foliage.
I think I'll try thickening the texture up a bit and see if that helps. I'm really hoping I don't have to go to 2048x1024 because my fields have about 5 or 6 unique textures.
A larger base texture is not the issue.
Lower Mips becoming fully transparent will be.
Anything that is far in the distance will be using smaller mip textures, such as between 16x16 and 1x1.
If the triangle is getting down to pixel-sized, the best performance will be to use a 1x1 texture on it. Attempting to force a 64x64 to be textured to that triangle will impact performance (albeit not necessarily excessively, and depending on the GPU hardware possibly not noticeable at all).
So the source texture used should be a comfortable size based on its near-distance visual quality.
Then because the Mips will be eventually becoming transparent, those Mip textures will have to be modified to fix that.
A super-large source texture ( > 1024x1024) with fewer mips can be used to sort-of fix it, but this IMHO will not be as optimized as doing it the correct way.
(I hope not to step on toes with that comment).
Hope this helps...