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speedtree for distance in arma2

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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.

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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/

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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.

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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? huh.gif

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BIS said something about speedtree being inadequate because of its use of billboards for distant objects. It was mentioned in their Linda thread.

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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.

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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

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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.

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POTS & Perun you should both be well aware of the >100kb image rule.

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