Hmmm. I think this discussion is becoming a bit convoluted and starting to hypothesize down (possibly) the wrong track.
This was discussed in a number of threads and it came down to a very strange behavior in drivers with anisotropic filtering, as well as with UT2003.
What was discovered in other threads was the following-
1) If anisotropic filtering is specified in drivers (NVIDIA or ATI), bilinear filtering seems to be the result.
2) If drivers are left to "Application Default" and anisotropic filtering is used in-game, proper trilinear application is the result.
ATI came forward with some talk about how the POSSIBLE reason for this in UT2003 (but not necessarily seen in other games) was how multitexturing was used. It was described that with multiple texture layers, that when anisotropic filtering was forced in drivers, only texture 0 anisotropy is applied with trilinear filtering, but other texture layers (usually for maps, overlays, etc.etc.) are bilinear. If anisotropic filtering is controlled by the application, the behavior is such as defined within the application. The same behavior was noted with NVIDIA drivers/hardware with UT2003.
So what the (possibly incorrect, but possibly correct) assumption was- UT2003 wasn't necessarily using texture 0 as the base/bitmap "real" texture for it's levels.. and this could ALSO change base on the texture quality settings in game to some degree.
I always theorized that with UT2003, the difference between texture detail settings from say medium to cranked max was- max actually textured the scene the same way, then simply overlayed a more detailed texture for a single mipmap/close (almost kinda like how racing sims do for the entire road- but for a single mipmap in this case). As the "base" texture is just a different layer, the topmost layer falls into bilinear as it's no longer texture 0, but a later layer.
This is totally basic/non-technical so not entirely accurate, but instead a higher-level description of the behavior as noted in other discussions concerning the possible visual appearance of using higher-detail texture settings in UT2003 with driver-forced anisotropic filtering. The whole "texture 0" thing was an interesting find... and makes sense from an implementation point of view. After all, why would you want to calculate anisotropy for additional layers 2/3/4 for map, overlays and the like when bilinear will do just fine?
This was discussed in a number of threads and it came down to a very strange behavior in drivers with anisotropic filtering, as well as with UT2003.
What was discovered in other threads was the following-
1) If anisotropic filtering is specified in drivers (NVIDIA or ATI), bilinear filtering seems to be the result.
2) If drivers are left to "Application Default" and anisotropic filtering is used in-game, proper trilinear application is the result.
ATI came forward with some talk about how the POSSIBLE reason for this in UT2003 (but not necessarily seen in other games) was how multitexturing was used. It was described that with multiple texture layers, that when anisotropic filtering was forced in drivers, only texture 0 anisotropy is applied with trilinear filtering, but other texture layers (usually for maps, overlays, etc.etc.) are bilinear. If anisotropic filtering is controlled by the application, the behavior is such as defined within the application. The same behavior was noted with NVIDIA drivers/hardware with UT2003.
So what the (possibly incorrect, but possibly correct) assumption was- UT2003 wasn't necessarily using texture 0 as the base/bitmap "real" texture for it's levels.. and this could ALSO change base on the texture quality settings in game to some degree.
I always theorized that with UT2003, the difference between texture detail settings from say medium to cranked max was- max actually textured the scene the same way, then simply overlayed a more detailed texture for a single mipmap/close (almost kinda like how racing sims do for the entire road- but for a single mipmap in this case). As the "base" texture is just a different layer, the topmost layer falls into bilinear as it's no longer texture 0, but a later layer.
This is totally basic/non-technical so not entirely accurate, but instead a higher-level description of the behavior as noted in other discussions concerning the possible visual appearance of using higher-detail texture settings in UT2003 with driver-forced anisotropic filtering. The whole "texture 0" thing was an interesting find... and makes sense from an implementation point of view. After all, why would you want to calculate anisotropy for additional layers 2/3/4 for map, overlays and the like when bilinear will do just fine?