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@PROPER_VegetationReplacement - beta release

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BETA 3 release

See 2nd post for the updated link.

Please re-read the whole updated readme!

Changelog:

+ (FIXED) Rescalled the tree models to avoid the floating tree problem.

Side effect: Some trees are somewhat large now due to the build-in size

variation of trees (on Sara) in general.

On very cliffy slopes you sometimes can still see trees floating a bit.

You will have to live with that for now.

+ (NOTE) There is quite some effort required to rescale the trees to the

correct level. So unfortunately we won't change the mapping of trees

any longer. We won't do other replacements with custom made OFP trees

either. We offer you guidance how to do it yourself. Just ask!

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Jep - I have massive improvement in forests and towns - from 12 -20 up to 35 - 40 FPS.

Thank you a lot guys! smile_o.gif

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A middle east scenario would be perfect get rid of trees grass and make a desert island with a few trees no grass an iraq or afghanistan alike scenario was better for this engine.

Hope GC comes like a middle east looking island.

Or an African scenario.

I honestly dont know why they keep making these forrest infested islands when they just dont work. What exactly can you do in the middle of a forrest. The pathfinding would make any firefight a total mess. They might look good but they dont play good. IMHO all the forrests do is take away the playable area on the island. I just wish BIS would make flatter desert/bushland and keep ArmA playable.

And refering to what O'Hara said about not being able to improve the situation with ArmAs engine, well if they cant improve it they need to rethink there islands topography.

I would love to know the devs thoughts on these mods, reverting back to resistance trees and having no grass islands. It kinda smacks them in the face a little.

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can you please post a screenshot mate smile_o.gif

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ok love this idea but haveing some problems with installing it, iv dl the file put the @PROPER folder in the ArmA folder and ran the instal bat took an min but when was done iv made an shortcut to ArmA and made it like this -mod@PROPER and nothing happen? How do i get this to work can some one show me the right target line plz.

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

should do smile_o.gif

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Flying bush

flying bush 2

Its always the same bush.

YES, i updated to the 0.3 ver. of the addon. Twice smile_o.gif.

First I wanted to fix this myself, but i do not have the exp. for O3 or O2 modelling.

This is ounly one bush (in different sizes) and i hope you can fix it.

And I have the small bug that ArmA 1.08 is still using the orig. vegetation, if this file exists in ArmA\Addons. So if i want to play with the @PROPER_VegetationReplacement i simply have to hide the plants.pbo in a "plants" folder.

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Coming in here awhile after the original discussion, but for what it's worth: I actually prefer the look of ArmA overall with this mod in place!! There's not only the FPS improvement , but to me the "hedge" effect - ie. along roads - looks better and overall the foliage is actually more dense - overall effect is more realistis "feel" to the game world. Also with the original bushes you can go thru them and hide in them again. Only problem is that hanging bush - if that could be fixed this would be a keeper for me.

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I think it would be better if you made a replacement that used ArmA foilage, just on the very low setting - so we can still use higher shader detail settings for normal maps, etc while having a playable north sahrani?

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Well if someone is so kind to modify the existing models.. absolutely! wink_o.gif

I guess Snyide would gladly provide the MLOD models!

Our skill is way to limited for editing the models and textures. smile_o.gif

@Radic:

That bug was fixed quite some time ago. However our hope was

to modify Sahrani itself ... this won't happen (soon) I guess..

I'll try to get the update out tonight.

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Here we go. A small update on this one.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~ BETA 4:

+ (FIXED) Rescaled the last bush model to avoid the floating bush problem.

See the second post in the thread for the link. wink_o.gif

---

Quote[/b] ]I think it would be better if you made a replacement

that used ArmA foilage, just on the very low setting - so we can

still use higher shader detail settings for normal maps, etc while

having a playable north sahrani?

I'd like to emphasize this again. If anyone is so kind enough

to help us with this process or explain it in detail we would gladly

make another replacement with the ArmA vegetation.

Otherwise / in addition we might do another vegetation

replacement with only RES vegetation...

smile_o.gif

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Don't forget to include the grass if you're doing the ArmA vegetation one, but a res one would be greatly appreciated too - much higher res than the CWC stuff tounge2.gif

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I am totally impressed by this mod! North Sahrani makes now sense! It is now playable. Similar performance to OFP and a great atmosphere due to the trees / forrests.

Special thanks from my side!

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It's very much appreciated. xmas_o.gif

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Nice job Q. Very useful piece of kit, especially when flying online in CoOps, fps so much smoother (in densest parts getting about 70% improvement) over the Northern forests.

The larger trees and heavier coverage, rather than helping you spot enemies actually hides them from view better.

For flying I think I'll keep a shortcut reserved to use these.

Thanks - these are useful and fun.

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Wow, I can finally set my view distance to greater than 1200 without the gameworld being "lit by a strobelight" yay.gif

Spec's

Celeron D 3.33 Ghz

2 Gig's pc5300

eGeForce 7600 gt, 256 mb ddr3

Hmmm, mabey I'll even run fraps next. lol.

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Glad to hear that. smile_o.gif

Snyide kindly provided us with half of the MLOD models of bushes and trees.

We'll experiment a bit whether removing the highest LODs of the

ArmA vegetation actually helps.

I doubt it will help (much) tough.

As far as we know the problem comes from the amount and high

resolution of the vegetation textures. Even more important alpha

textures cannot be "reduced" by the engine and ArmA

vegetation makes heavy use of transparent textures...

which I personally find completely useless. It doesn't have to

be transparent for good gameplay..

If time permits, my bro will do a resistance vegetation only pack

in addition to this. Maybe even conifer only woods.

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It doesn't have to

be transparent for good gameplay...

It does, otherwise they would be blocks which would look nothing like bushes. Unless you would rather model the leaves crazy_o.gif

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Well my statement needs clarification:

Of course you need transparency, however mainly at the edges

of the object. Lets have a look at some familiar examples:

ArmA

arma_bush_highest_lod.jpg

arma_bush_lowest_lod.jpg

arma_trees_highest_lod_01.jpg

arma_trees_highest_lod_02.jpg

arma_trees_lowest_lod_01.jpg

arma_trees_lowest_lod_02.jpg

OFP

ofp_nogova_trees_01.jpg

ofp_nogova_bushes_01.jpg

ofp_kolgujev_trees.jpg

ofp_malden_bushes_trees.jpg

Of course OFP vegetation could need a bit higher resolution textures.

Yet the models do the trick more than enough for good gameplay.

ArmA's transparent, very bright and greenish (ugly in my view)

and complex modeled vegetation is a complete waste of resources!

The technique and design goal has gone a very wrong way IMHO.

PS:

Sorry the forum doesn't allow thumbnails.. banghead.gif

PSS:

Red means good. whistle.gif

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Well my statement needs clarification:

Of course you need transparency, however mainly at the edges

of the object. Lets have a look at some familiar examples:

ArmA

arma_bush_highest_lod.jpg

arma_bush_lowest_lod.jpg

arma_trees_highest_lod_01.jpg

arma_trees_highest_lod_02.jpg

arma_trees_lowest_lod_01.jpg

arma_trees_lowest_lod_02.jpg

OFP

ofp_nogova_trees_01.jpg

ofp_nogova_bushes_01.jpg

ofp_kolgujev_trees.jpg

ofp_malden_bushes_trees.jpg

Of course OFP vegetation could need a bit higher resolution textures.

Yet the models do the trick more than enough for good gameplay.

ArmA's transparent, very bright and greenish (ugly in my view)

and complex modeled vegetation is a complete waste of resources!

The technique and design goal has gone a very wrong way IMHO.

PS:

Sorry the forum doesn't allow thumbnails..  banghead.gif

PSS:

Red means good.  whistle.gif

can we expect a further development of your mod because it is very useful. I hope that you are still working on this mod.

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it seems ofp bushes and trees block ai view much better than ARMA ones.. i am not sure if that is good or not, but i think its good... now i can hide in bushes and not be spotted. will test further... maybe this will go along very well with true range mod

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@luemmel:

Read the 3rd post above yours. tounge2.gif

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