opteryx 1562 Posted April 29, 2015 To be honest I realized turning terrain and texture to Ultra makes the terrain look good at certain angles. Then I realized the Terrain has the same issue as most texture objects anyway. What I mean is, if you look at a texture on a wall straight on, for example, it's clear. When you walk to the side and look at it from a steep angle, it becomes blurry. This also happens to the Terrain at distances, making it look not as good as it actually is. http://en.wikipedia.org/wiki/Anisotropic_filtering Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 29, 2015 http://en.wikipedia.org/wiki/Anisotropic_filtering Hehe, thank you. =D Share this post Link to post Share on other sites
twisted 127 Posted April 30, 2015 The new hope is the expansion now. :( yes, i do hope BIS sorts the texture at distances thing out. especially if theyre inevsting time in a new terrain. Core improvemtns would make it doubly impressive. Share this post Link to post Share on other sites
Sterlingarcherz101 15 Posted May 2, 2015 yes, i do hope BIS sorts the texture at distances thing out. especially if theyre inevsting time in a new terrain. Core improvemtns would make it doubly impressive. My biggest woe is if they work around ie a drab terrain that you wont even noticed textures at distance . Yay 60fps, ugh is this mars? Barren wasteland. Share this post Link to post Share on other sites
jumpinghubert 48 Posted May 2, 2015 I have no hope but I am happy with badbensons simple & effective solution: http://www.filedropper.com/badbensonmidtex Share this post Link to post Share on other sites
dr. hladik 231 Posted May 4, 2015 and this is the problem. BI knows about it, yet they did not told us why it isnt supported and if it will be supported in the future. http://forums.bistudio.com/showthread.php?183119-Bohemia-Interactive-please-comment-on-whats-hindering-you-to-introduce-Ponds-to-Arma3&p=2790634&viewfull=1#post2790634 Share this post Link to post Share on other sites
jumpinghubert 48 Posted May 4, 2015 http://forums.bistudio.com/showthread.php?183119-Bohemia-Interactive-please-comment-on-whats-hindering-you-to-introduce-Ponds-to-Arma3&p=2790634&viewfull=1#post2790634 Dear Mr Hladik, please help me to unterstand your posting. You answer a very old statement of a banned person the problem is the manpower it needs to find a solution to the midrange-problem. I linked badbenson´s solution (he is 1 man :p). In my opinion its significant better than the default midrange-texture. Only a 500kb addon... Sorry for my bad english and the little bit polemic manner.. Share this post Link to post Share on other sites
Fushko 60 Posted May 4, 2015 Dear Mr Hladik,please help me to unterstand your posting. You answer a very old statement of a banned person the problem is the manpower it needs to find a solution to the midrange-problem. I linked badbenson´s solution (he is 1 man :p). In my opinion its significant better than the default midrange-texture. Only a 500kb addon... Sorry for my bad english and the little bit polemic manner.. Dr. Hadlik's post was about ponds though, not the midrange textures Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted May 4, 2015 Dr. Hadlik's post was about ponds though, not the midrange textures BIS just doesn't have them. Share this post Link to post Share on other sites
jumpinghubert 48 Posted May 4, 2015 Dr. Hadlik's post was about ponds though, not the midrange texturesSo he answered to an outdated plus offtopic question of a banned person? Too much for me..:p Share this post Link to post Share on other sites
enex 11 Posted May 4, 2015 Developers are people too.He might made a mistake and linked to ponds issue instead of mid range textures problem. Share this post Link to post Share on other sites
Brisse 78 Posted May 4, 2015 Maybe the same answer applies to both issues. Share this post Link to post Share on other sites
enex 11 Posted May 4, 2015 yea hard to say without his input. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted May 4, 2015 It's safe to say both are issues of "Terrain" related things. Share this post Link to post Share on other sites
acesential 3 Posted May 4, 2015 So I guess we are to assume that the response about the ponds is the same as the response to mid-range textures? "Not impossible to do, just lacking the manpower to do it adequately." Share this post Link to post Share on other sites
jumpinghubert 48 Posted May 4, 2015 Maybe the same answer applies to both issues. yep, that was my hope. Share this post Link to post Share on other sites
andersson 285 Posted May 5, 2015 Standard procedure when a BI employee is vague is to fill in the unknown with wild conclusions. So right now I'm sure they will fix the ponds before the textures. Probably will come in next update. Share this post Link to post Share on other sites
spanishsurfer 58 Posted May 5, 2015 I have no hope but I am happy with badbensons simple & effective solution: http://www.filedropper.com/badbensonmidtex @babe_midtex...essential! Share this post Link to post Share on other sites
dr. hladik 231 Posted May 6, 2015 Developers are people too.He might made a mistake and linked to ponds issue instead of mid range textures problem. I was replaying to your discussion about ponds. #809 - Sgtseven >>> ok, now what is really disappointed: ponds are not supported in arma 3. >>> it would be good if any dev can talk about ponds and arma 3. why isnt it supported ? will it be supported in the future ? >>> i dont see it as a step forward comparing it to arma 2 where ponds are supported. #810 - MikeTim >> Sgtseven it's a well known issue, a ticket on tracker is present but BI has done nothing about it. #811 - Sgtseven > and this is the problem. BI knows about it, yet they did not told us why it isnt supported and if it will be supported in the future. Share this post Link to post Share on other sites
jumpinghubert 48 Posted May 8, 2015 Thx for clarifying, Dr. Hladik, but still no info on midrange-problem? Share this post Link to post Share on other sites
jumpinghubert 48 Posted May 23, 2015 Two years ago.....now its really a running gag: http://forums.bistudio.com/showthread.php?147715-ARMA-3-base-terrain-textures-WORSE-than-the-original-Operation-Flashpoint&p=2315323&viewfull=1#post2315323 Share this post Link to post Share on other sites
Defunkt 431 Posted June 1, 2015 I forgot there was a thread for this here (which I probably should have posted in). I've thought of a cheat that I believe could make a material improvement to terrain with not much development cost at all, described here; http://forums.bistudio.com/showthread.php?192262-A-readily-attainable-improvement-to-middle-distance-terrain Share this post Link to post Share on other sites
St. Jimmy 272 Posted June 9, 2015 This is not a fix to anything but a nice immersion plus and more eye pleasing thing. Could you implement the grass tech from DayZ to Arma? It makes the grass look much more rich when it has variations of greens and not just the satmap green or where ever it takes the color. Examples: Before 1 2 After 1 2 Share this post Link to post Share on other sites
luki 53 Posted June 9, 2015 I think that was alredy introduced, at least you have the possability to achive exact such effect. Share this post Link to post Share on other sites
Fushko 60 Posted June 9, 2015 This is not a fix to anything but a nice immersion plus and more eye pleasing thing.Could you implement the grass tech from DayZ to Arma? It makes the grass look much more rich when it has variations of greens and not just the satmap green or where ever it takes the color. Examples: Before 1 2 After 1 2 What the grass needs is specularity. The grass should shine when hit by the sun. Otherwise it looks flat and weird. This is already the case for other vegetation (trees, etc). Share this post Link to post Share on other sites