Here are some examples of how different results can be obtained from nvdxt.exe by tweaking the mipmap filter parameters.
The method you choose for mipmap generation will matter very much in Spring, since more often than not the players will be seeing lower mips of your textures. So we must attempt to maximize the detail provided.
I recommend you dl the default texture viewer, WTV :
http://developer.nvidia.com/object/wind ... iewer.html
To see the different MIP levels in WTV, you must press the left and right arrows.
I chose a small bit of map terrain as an example, since it is crisp and high contrast:

The default box filter is a nearest neighbour filter; let me show you miplevel 1:
http://beherith.eat-peet.net/stuff/zbox.dds
Another common filter is a cubic filter, this also produces mildly washed out details on mips, much more washed out than box filter:
http://beherith.eat-peet.net/stuff/zCubic0fadehq.dds
The best filter ive found is the Sinc filter, which is also known as the Lanczos filter. It is one of the most widely used resample filters. Slow but very good for reduction. Notice the great sharpness of details:
http://beherith.eat-peet.net/stuff/zsinc0fadehq.dds
Here are also a few more, but they vary in sharpness between the previous three:
http://beherith.eat-peet.net/stuff/zhanning.dds
http://beherith.eat-peet.net/stuff/zkaiser.dds
The nxdxt command used is (for sinc)
nvdxt -file filename.bmp -dxt1a -nmips 5 -Sinc
TLDR;
Use SINC filter for it is nice.