I've probably missed this someplace on the how's whys this happens
View distorts/blurs surfaces so far out from the camera view
(yellow dots follow the edge of the distance where surfaces begin to blur. easiest to see the bluring where the tiles meet ( the black seem lines) )
I know it's not the lighting because it happens on all my levels with or without lights. Not just the defualt camera view as it does it in any way i define and configure a view that I can think of. This mabey a Direct X problem or with GForce FX5200 cards? ( yep i got the latst drivers for it and updated direct X) even tried differnt textures for floors, all still same blur effect.
Or is this a part of the run time engines gouraud shading?
BTW thanks
xwgc for the tile texture you posted ( used it on the floor here )
( hallways needs more lighting and details work I know, but its coming along for base structure and general lights for now.)