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jackson42

High res islands via square size 50m -> 25m ?

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First post, first question:

Visitor let's you change the terrain square size for buldozer from the standard 50m to values below that.

As I would like to make use of this (for crevasses, small chasms, whatever) I tried it out and found that in buldozer this actually works fine.

When I open an island generated this way in the mission editor it's the standard 50m square size.

Is this feature (I remember a post which stated it was 'untested') only of use for previewing islands in buldozer and ofp cannot be forced to make use of it by any means?

Or is there some line of code missing in my config.cpp or somewhere else?

I tried to check this but I found no function regarding the size of an island or terrain squares.

Anyone?

Thanks in advance, j.

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That certainly sounds interesting, lets just hope someone can answer this one!!

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I made a 64*64 Island and a 32*32 and I Thought a 512*512, but never tried to change to square sizes smile_o.gif

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Desperated as I was yesterday evening I tried to use 'setterraingrid 25' to fix the problem.

This was of course of no use, for this function just increments terrain granularity.

Does anyone no how this is done?

terraingrid=50 (meters) is normal mode. When I set it to 25 I get 5 (center and 1 on each edge) more new intermediate points per cell.

My island is 256x256 so the terrain geometry is completely described by exactly these 256x256 height values.

So I guess the new intermediate points are calculated from the height values somehow.

It seems as if it is done like pictured below, maybe with a weight for the y-value of the new point.

quest.gif

Is this correct?

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*bump*

Has anyone found a solution to this problem? Or are we stuck with the actual OFP engine only having 50m Cells? sad_o.gif

Cheers,

SiC

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Pppppppplease help solve this someone. I can not mention how much better OFP would be with more detailed terrain option....and not the terrain detail settings, just a little "engine tweak"

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With others then 50m*50m cells one should have to consider, to make complete new forests, because the present ones would not fit the triangle slopes. One would get an effect known from former times with wrpedit for instance as, floating forests.

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Or is there some line of code missing in my config.cpp or somewhere else?

This defines the grid size ingame:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

landGrid = 50; // grid size

in the island class.

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To see it from another side. The reference for those parameters like 'viewdistance' , 'velocity' or 'flyinheigt', are they bound to a fixed value (e.g. 50 m) or dynamically calculated by the program ?

Changing the cell size in fact should mean, to change the ratio between the terrain scale and the models scale.

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Afaik there were two versions of the trinity island from Buggs using different gridsizes, 12.5 and 50 iirc. Maybe you could ask him...

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@jackson42

As said, put landgrid=nnn and setterraingrid =nnn , both to your island config. For the first time use for both the same values (e.g. 50, 25, 12.5 etc.)

Then, the effect can be best seen with runways, which are changing most significantly their size (half width etc.)

With reduced cell size you will be faced with a lot of lag, so reduce setviewdistance. I don't know it exactly, but think it's among others, a measure of tex cells in range. So here I reduce by a rule of thumb the setviewdistance by the same ratio one has chosen for the grid. For example 25m cell means half viewdistance.

To see what's going on, for a first test it's better one makes the cells and the island bigger instead of smaller. For instead 100m cells. Then one can set setviewdistance twice the normal value (looks realistic with some fog).

It's just to get an overview. Finally one has to relocate all objects by the chosen ratio in the XZ coordinates (Y remains unscaled). Also standard forests become unusable and must be made new to fit the cells.

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ly described by exactly these 256x256 height values.

So I guess the new intermediate points are calculated from the height values somehow.

It seems as if it is done like pictured below, maybe with a weight for the y-value of the new point.

If I remember correctly, it depends on roughness parameter in island's config.cpp

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