POTS 0 Posted February 11, 2009 I had this idea that just exploded into mind. What if a lowres 2d speedtree was implemented for grass at a distance (out of the radius of detail) then ofcourse at extreme distances become flat like we have now? That could solve the problem of the ugly texture that happens at the end of arma2's nice grass! This probably won't be possible to implement at this stage, but maybe a hacker project with BIS's approval? I've only got basic hacking skills so people good at it would be needed. We could start a prototype with ArmA. Share this post Link to post Share on other sites
Raphier 0 Posted February 11, 2009 I had this idea that just exploded into mind. What if a lowres 2d speedtree was implemented for grass at a distance (out of the radius of detail) then ofcourse at extreme distances become flat like we have now? That could solve the problem of the ugly texture that happens at the end of arma2's nice grass! This probably won't be possible to implement at this stage, but maybe a hacker project with BIS's approval? I've only got basic hacking skills so people good at it would be needed. We could start a prototype with ArmA. BIS uses their in/house tree program called LINDA http://linda.bistudio.com/ Share this post Link to post Share on other sites
POTS 0 Posted February 12, 2009 I had this idea that just exploded into mind. What if a lowres 2d speedtree was implemented for grass at a distance (out of the radius of detail) then ofcourse at extreme distances become flat like we have now? That could solve the problem of the ugly texture that happens at the end of arma2's nice grass! This probably won't be possible to implement at this stage, but maybe a hacker project with BIS's approval? I've only got basic hacking skills so people good at it would be needed. We could start a prototype with ArmA. BIS uses their in/house tree program called LINDA http://linda.bistudio.com/ I know, but involving the speedtree library for grass at a distance would improve the quality a littlebit. And i'm talking about something simialer to the 2d system used in conan and counterstrike source. Where a 2d picture of a bush or grass clump follows your point of view, giving it the illusion of some depth but having only a 2d graphical load on the gpu. If we implement this at a distance for some time we could improve the gameplay as well. Share this post Link to post Share on other sites
NeMeSiS 11 Posted February 12, 2009 I had this idea that just exploded into mind. What if a lowres 2d speedtree was implemented for grass at a distance (out of the radius of detail) then ofcourse at extreme distances become flat like we have now? That could solve the problem of the ugly texture that happens at the end of arma2's nice grass! This probably won't be possible to implement at this stage, but maybe a hacker project with BIS's approval? I've only got basic hacking skills so people good at it would be needed. We could start a prototype with ArmA. BIS uses their in/house tree program called LINDA http://linda.bistudio.com/ I know, but involving the speedtree library for grass at a distance would improve the quality a littlebit. And i'm talking about something simialer to the 2d system used in conan and counterstrike source. Where a 2d picture of a bush or grass clump follows your point of view, giving it the illusion of some depth but having only a 2d graphical load on the gpu. If we implement this at a distance for some time we could improve the gameplay as well. You mean 2d sprites like in early 3d games? Share this post Link to post Share on other sites
POTS 0 Posted February 12, 2009 Maybe, but something needs to keep them pointing stowards the person, so the affect stays their. Thats why speedtree came to mind. I'll give a conan screen (I think this is unedited): [im]http://gry.o2.pl/upload/files/AOC_w_d_20.jpg[/img]>100kb Share this post Link to post Share on other sites
max power 20 Posted February 12, 2009 BIS said something about speedtree being inadequate because of its use of billboards for distant objects. It was mentioned in their Linda thread. Share this post Link to post Share on other sites
POTS 0 Posted February 12, 2009 Do they mean for the tree's? I'm just talking about distant grass. The image shows how the grass at a distance has some volume appearence to it, unlike arma's flat texture. Share this post Link to post Share on other sites
Perun 0 Posted February 12, 2009 I think there will be something what will make distance textures more grasslike. I'm not really sure but it seems to be something like some new layer of texture in use with antialiasing. It can be seen at this pic in bottom right corner. But it isn't so visible. This screen is more then month old, and it looks it is work in progress. [mg]http://ragnarokjinak.ic.cz/ArmA2Int2008_08_1411_48_00_96.jpg[/img]>100kb Share this post Link to post Share on other sites
ohara 0 Posted February 12, 2009 Problem is, that on sshot from connan you see just for 200-300 meters, but in ARMA for 3000 meters ore more, amount of grass objects grow with distance with power of 2. That means in 3Km you will need draw 100 times more gras objects then in 300m! Its too much for any kind of representation of grass. Share this post Link to post Share on other sites
Placebo 12 Posted February 12, 2009 POTS & Perun you should both be well aware of the >100kb image rule. Share this post Link to post Share on other sites