.kju 3245 Posted August 18, 2007 Outdated. Refer to this thread instead: PROPER World project Share this post Link to post Share on other sites
FlyinBullets 0 Posted August 18, 2007 Nice, I will have to check it out. Share this post Link to post Share on other sites
DBO_ 0 Posted August 18, 2007 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. Share this post Link to post Share on other sites
shinden1 0 Posted August 18, 2007 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. Share this post Link to post Share on other sites
pMASTER 0 Posted August 18, 2007 It works fine for me! Good idea and good result! Share this post Link to post Share on other sites
s_Hole 0 Posted August 18, 2007 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 Share this post Link to post Share on other sites
.kju 3245 Posted August 18, 2007 Glad to hear it works for you guys and seems useful to you! Quote[/b] ]i miss the 'very high' terrain detail from ofp same here However once visitor 3 is out, people can make islands with smaller terrainGrid and therefore one can make bumpy terrain again. Quote[/b] ]grass dissappears with default settings sorry i didn't understand that one. can you please rephrase it. Share this post Link to post Share on other sites
HGuderian 0 Posted August 18, 2007 Perhaps I don't understand correctly, but this mod eliminate ArmA grass? I've tried many settings in .hpp but it never appear. Share this post Link to post Share on other sites
.kju 3245 Posted August 19, 2007 almost forgot 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 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). Share this post Link to post Share on other sites
DBO_ 0 Posted August 19, 2007 ~ 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. Share this post Link to post Share on other sites
fuc847 0 Posted August 19, 2007 Hi very nice idea . Â 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: Â + AffectedByWind (obvious) Â + ClutterGrid (the size of grid that clutter will appear lower = less) Â + ClutterDist ( the distance from the player that clutter will be drawn) Â + NoDetailDist ( the distance from player at which no detail textures are shown (makes island textures like ofp if set to high numbers) Â + FullDetailDist ( can get veryy laggy if this is set higher than default ,because high res textures are drawn beyond players view) Â + 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.. Share this post Link to post Share on other sites
s_Hole 0 Posted August 19, 2007 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 Share this post Link to post Share on other sites
HGuderian 0 Posted August 19, 2007 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? Share this post Link to post Share on other sites
DBO_ 0 Posted August 19, 2007 + 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 Share this post Link to post Share on other sites
.kju 3245 Posted August 19, 2007 @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.. Share this post Link to post Share on other sites
.kju 3245 Posted August 19, 2007 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. Share this post Link to post Share on other sites
paragraphic l 2 Posted August 19, 2007 Quote[/b] ]#define PROPER_SARA_MINTREESINFORESTSQUARE This line really allows for some huge FPS gains especially in the North Share this post Link to post Share on other sites
fuc847 0 Posted October 1, 2007 hi Q, do you think you can make the same mod for Queen's Gambit island..? that would be great! thanks Share this post Link to post Share on other sites
.kju 3245 Posted October 1, 2007 hello fuc847 Yes, I do. Actually I made it for most released addon islands already as its quite simple to do. Just need to release it. I guess you will see an update this weekend. Share this post Link to post Share on other sites
.kju 3245 Posted October 21, 2007 The update should be finally available next weekend.. sorry about the delay. Share this post Link to post Share on other sites
andersson 285 Posted February 8, 2008 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 Share this post Link to post Share on other sites
.kju 3245 Posted February 8, 2008 Fixed link. See 1st page, 2nd post. If there is real interest in this configuration file, we may consider doing it for other islands as well. iB::Topic::@PROPER_VegetationReplacement Share this post Link to post Share on other sites
andersson 285 Posted February 10, 2008 Thank you very much! Share this post Link to post Share on other sites