misha.physics
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ORBITER-FORUM will be temporarily closed at 2026-07-23 18:00 UTC while we complete some OF maintenance tasks. The amount of downtime is expected to take up to one hour, but probably less.
Surface tiles were removed in the 2016 version, making Orbiter 2010-P1 the last version to support them.I'm just reading OrbiterConfig.pdf in Orbiter 2016/Doc, and there are:
View attachment 34247
Maybe someone knows if Orbiter 2016 supports Surface tile list? And what about OpenOrbiter? Could we use the following section in <base-name>.cfg?:
View attachment 34248
But Edge Blend in TerrainToolBox makes it fine. Although it should be made for every boundary tiles of each level separately.I was trying to make feathered edges of a surface tile in Photoshop, but these blurry edges are pixelated (in the middle of the screenshot). It seems that Orbiter (or D3D9) makes its own blur. I really don't understand why we don't see pixels at a close distance from the ground (on the right in the screenshot).
View attachment 34227
The flickering is due to lack of mipmaps. Currently mipmaps are auto generated during runtime for surface tile levels 1 - 8 but not for a high resolution tiles. That's because a surface tile load times would increase a lot mostly because the mipmaps needs to be compressed after creation.
Most practical solution would be a patch utility that would process and add the mipmaps to the entire surface tile database. But, the process could take many hours to run.
[imath]\bullet[/imath] Or maybe some micro textures for Earth, but I really don't know if something like this is possible. I had an idea about biomes, but I'm not sure it's reasonable...Most practical solution would be a patch utility that would process and add the mipmaps to the entire surface tile database. But, the process could take many hours to run.





I think transparency would work, but I suggest you simply repaint it with the original water colour.I have one (very stupid) question. I made surf tiles:
View attachment 34607
And the question is: do I have to delete this water area from surf tiles?:
View attachment 34608
I think I know how to do it. I can put the default low detailed surf tile under my high detailed surf tile as a layer and erase this water piece. I'm just not sure if I should do this for the surf tiles, because maybe I can do this only for the mask tiles. But I think if I didn't erase this water area on the surf tiles then it will shine through mask tiles, and it will be quite noticeable.







As far as I am aware, that is not the case. I believe the mask tiles are dependant on the surface tiles, and can only mask their respective counterpart in the surface folder. So, a L15 mask tile couldn't mask four L16 surface tiles, etc. L14 = L14, L15 = L15, etc.Is it possible to use the surf and mask tiles independently in the following meaning?
Let's imagine that we made higly detailed surf tiles up to 19 level, but we don't want to make mask tiles. Namely, we want to use the default low detailed mask tiles which are only up to 13 level (we want them to be rendered in low quality up to level 19 as it is for the surf tiles).
Now it doesn't work, because we obtain pure black view (look at screenshots below). Of course, we can make the low detailed mask tiles up to 19 level from the default ones, but maybe there's a more simple way?
View attachment 34622View attachment 34623
#2 on the right.
