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Change microtexture scaling values. Seem to much better match expected output. (thanks HarryTuttle)
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@ -999,7 +999,7 @@ void CNew3D::SetMeshValues(SortingMesh *currentMesh, PolyHeader &ph)
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if (currentMesh->microTexture) {
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float microTexScale[] = { 4, 2, 1, 0.5f };
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float microTexScale[] = { 4, 8, 16, 32 };
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currentMesh->microTextureID = ph.MicroTextureID();
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currentMesh->microTextureScale = microTexScale[ph.MicroTextureMinLOD()];
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