Other things tested:
- Does not happen on ArmA3 objects or (most) others' addons; only on mine.
- For the diffuse (_co) textures, the problem can be mitigated by adding a slight "noise" layer to give every pixel a different color. This technique doesn't seem to work for the _smdi textures. I am using supershaders on self-made vehicles with self-made textures. My rvmats set ups are borrowed from game rvmats for similar vehicles. Examining the .paa files in texView2, the blocky artifacts are not present.
- I've tried saving the smdi file to a 256 color pallet, which didn't help at all.
- I've adjusted the rvmats to various levels of specular power and color, and imitated the rvmats of similar BIS objects. There was some success with this, but ONLY ON GLASS. Adjusting the Fresnel properties on the transparent portions of my model, borrowed from the Blackfoot glass rvmat, has taken away the blockiness on glass. The problem is not solved, because it still occurs on solid objects.
- For control purposes, I tried replacing my *_smdi.paa file with a BIS smdi file, and it did not look blocky. This leads me to believe the engine is having trouble reading custom textures.
- It's hard to fully understand how images are interpreted, but for experimentation I applied the face order filter in Object Builder. Nothing happened.