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@PROPER_Sara - beta release

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Hi very nice idea .

i have studied this myself and these are some findings ,because its frustrating to change addon values and keep guessing here is a better clue ,what happens with value changes.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">2. Proper explanations for these config values required:

+ AffectedByWind (obvious)

+ ClutterGrid (the size of grid that clutter will appear lower = less)

+ ClutterDist ( the distance from the player that clutter will be drawn)

+ NoDetailDist ( the distance from player at which no detail textures are shown (makes island textures like ofp if set to high numbers)

+ FullDetailDist ( can get veryy laggy if this is set higher than default ,because high res textures are drawn beyond players view)

+ LandGrid (no point touching this because you cant alter the grid size unless its a custom map you use but it will effect your co ordinates and mess your missions up)

i am not at my arma pc these are as good as i can remember hope it helps a little.

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outstanding....I get tired of the surprise grass effect....where you spot an eemy laying in the grass...than zoom in...and viola!...now there's grass in the way! I'd like to tweak this to where we still have nice grass, but it doesn't get in the way in such a ridiculous manner.

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ah, great that somebody did this

thanks

these damn settings should have been in the game options in the first place

why is it that all developers think that giving users LESS control is advancement?

anyway.. grass dissappears with default settings

was hoping to increase detail some

i miss the 'very high' terrain detail from ofp sad_o.gif

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Glad to hear it works for you guys and seems useful to you! smile_o.gif

Quote[/b] ]i miss the 'very high' terrain detail from ofp sad_o.gif

same here confused_o.gif

However once visitor 3 is out, people can make islands with smaller terrainGrid and therefore one can make bumpy terrain again. xmas_o.gif

Quote[/b] ]grass dissappears with default settings

sorry i didn't understand that one. can you please rephrase it.

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Perhaps I don't understand correctly, but this mod eliminate ArmA grass? I've tried many settings in .hpp but it never appear.

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almost forgot whistle.gif

thanks ofp2 for the explanations!

however these things are not fully clear to me:

~ AffectedByWind

it is obvious, but i wasn't able to describe the actual effect very well.

"the grass (texture/object) will pitch sideways back and forth"

no idea how the trees can be manipulated.

~ ClutterGrid (the size of grid that clutter will appear lower = less)

in other words the size of the area around you?

Quote[/b] ]ClutterDist, NoDetailDist, FullDetailDist

you explained these very well - cheers!

Quote[/b] ]LandGrid (no point touching this because you cant alter the

grid size unless its a custom map you use but it will effect your

co ordinates and mess your missions up)

didn't knew that one - great hint!

overall we knew about the effect (to some extent but not

entirely) of the settings. otherwise those wouldn't be available smile_o.gif

thanks for the great and detailed descriptions man!

---

@HGuderian:

in general grass is disabled with terrainDetail setting very low.

however this setting can also get set higher in missions.

however you might wanna play it without grass anyway.

so this addon gives you the possibility to disable the grass

nevertheless.

in the other direction you need to have terrainDetail at least at

low settings to have grass at all.

you can now also tweak the size of grass, the area the grass

will get generate around your position or change the force

grass gets effected by wind.

you can also tweak the clutter (stones and other soil objects).

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~ ClutterGrid (the size of grid that clutter will appear lower = less)

in other words the size of the area around you?

well i would need to test this one more to remind me but my feeling is that it dictates the size of the grid around you that clutter is drawn (not the distance at which it is shown ,that is done by clutterdist), so if clutter grid is maybe 20 then within this 20 meter grid 4 or 5 rocks can be placed but if its set at cluttergrid 1 then only room for one rock or whatever clutter is defined for that

area .

Overall there seems to be 2 settings for each item and one affects the other.

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Hi very nice idea .

 i have studied this myself and these are some findings ,because its frustrating to change addon values and keep guessing here is a better clue ,what happens with value changes.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">2. Proper explanations for these config values required:

 + AffectedByWind (obvious)

 + ClutterGrid (the size of grid that clutter will appear lower = less)

 + ClutterDist ( the distance from the player that clutter will be drawn)

 + NoDetailDist ( the distance from player at which no detail textures are shown (makes island textures like ofp if set to high numbers)

 + FullDetailDist ( can get veryy laggy if this is set higher than default ,because high res textures are drawn beyond players view)

 + LandGrid (no point touching this because you cant alter the grid size unless its a custom map you use but it will effect your co ordinates and mess your missions up)

i am not at my arma pc these are as good as i can remember hope it helps a little.

+ NoDetailDist ( the distance from player at which no detail textures are shown (makes island textures like ofp if set to high numbers)

+ FullDetailDist ( can get veryy laggy if this is set higher than default ,because high res textures are drawn beyond players view)

i dont think these do what you said. i tried to set my nodetaildist very like (200), and full detaildisk very low (1) and it makes no difference..

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i mean.. when i apply the mod without changing any settings, the grass disappears

and i like the grass.. it looks pretty

it's the only thing keeping me from crying when comparing ofp ground detail to arma's ground detail, or lack of detail rather

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Thanks for the reply.

I've tried many ways with lower to the higher ingame settings....but grass don't appear at all.

I assume that it would be in game if PROPER_SARA_GRASS true and PROPER_SARA_CLUTTER true are defined.

Wich values in the mod influence the grass presence?

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+ NoDetailDist ( the distance from player at which no detail textures are shown (makes island textures like ofp if set to high numbers)

+ FullDetailDist ( can get veryy laggy if this is set higher than default ,because high res textures are drawn beyond players view)

i dont think these do what you said. i tried to set my nodetaildist very like (200), and full detaildisk very low (1) and it makes no difference..

my apolofies ,like i said i was not at my arma pc .

what it actually should say and its all hit and miss ,

for ofp style settings

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">clutterGrid = 0.11;

clutterDist = 0.01;

noDetailDist = 1;

fullDetailDist = 1005;

nodetail or satelite textures ae drawn 1 meter from you

and full detail show 1005 meters from you.

al sthese settings can have adverse effects with pixel shadings so its all very experimental.

how it looks

lowsettingsqx5.jpg

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@s_Hole and HGuderian

your are completely correct!

the default settings is wrong. (in default no modifications

of standard ArmA settings must be present)

last minute testing bug slipped through. sorry about that!

remove the two front slashes in these lines to have it look like

this:

grass and clutter _active_

Quote[/b] ]

#define PROPER_SARA_GRASS true

#define PROPER_SARA_CLUTTER true

---

_no_ grass and clutter settings

Quote[/b] ]

//#define PROPER_SARA_GRASS true

//#define PROPER_SARA_CLUTTER true

edit:

#&$&Ö'Ö+## ...

argh due to a problem with our svn server the release version

wasn't the latest. expect BETA2 very soon.. banghead.gif

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BETA 2 is up.

Check the second post for the link.

I also added a simple "convenience" test mission.

Changelog:

+ Removed landGrid define as it served no purpose and had bad side effects

+ Added better descriptions for the different settings.

+ Added additional information to the readme.

+ Fixed default value for PROPER_SARA_GRASS and PROPER_SARA_CLUTTER define to

have both shown by default / no modifications with default the

"PROPER_Sara_Settings.hpp" settings.

+ Added / Fixed missing defines for scaling grass and clutter size.

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Quote[/b] ]#define PROPER_SARA_MINTREESINFORESTSQUARE

This line really allows for some huge FPS gains especially in the North smile_o.gif

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hi Q, do you think you can make the same mod for Queen's Gambit island..? that would be great!

thanks

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hello fuc847 smile_o.gif

Yes, I do.

Actually I made it for most released addon islands already as its

quite simple to do. Just need to release it. banghead.gif

I guess you will see an update this weekend. smile_o.gif

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The update should be finally available next weekend.. sorry about the delay. smile_o.gif

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Sorry to dig this up, but I cant get the downloadlink to work and I need this addon. Any working links?

Thanks!

edit: same thing with your other thread Q, @PROPER_VegetationReplacement - beta release

Is it maybe so simple that the site is down?

Anyway, I need more FPS on my laptop so your addons are gold biggrin_o.gif

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