Scorpio06 10 Posted June 24, 2009 Hey guys and girls...what's with the cardboard cutout grass, brush and bushes??? I noticed when I low crawl it just falls in front of me like a Hollywood set piece. Is there a Mod or anything that fixes this?? I know it is a small detail but for some reason it seems to nag at my eyes. A game this good shouldn't be riddled with issues like this. I noticed it in Arma I. Is it an engine thing??? :confused: Share this post Link to post Share on other sites
erazor 10 Posted June 24, 2009 Uhm... thats a feature. As you crawl through the grass IRL you also push it over. Share this post Link to post Share on other sites
Mr.oi 10 Posted June 24, 2009 oh.... it says brush....thought it said bush.. Share this post Link to post Share on other sites
walker 0 Posted June 24, 2009 Hi Scorpio06 It is a feature you can use the flatened brush/long grass to track someone. As a sniper or MG in overwatch role you can flatten the brush/long grass around you to prep your firing position. Kind Regards walker Share this post Link to post Share on other sites
tldspectre22 10 Posted June 24, 2009 The reason for the "cardboard cutout" appearance is probably a framerate issue. Imagine if each individual blade of grass/weeds/flowers were modeled in 3D; the time to draw each model, accompanied by taking into account the movement calculations for each when you crawl through them would probably be a framerate killer. The alternative is to place a 2D image on a rectangular shape (with transparencies around the edges so it doesn't look rectangular), then simply rotate this rectangle from a vertical to a horizontal position when the player makes contact. This method uses much less drawing and movement calculation time while still creating an admittedly-not-perfect simulation of moving through grass. This is a common method used in 3D modelling to save on rendering times and framerates in animations. As I recall, some of the trees in OPF used to be modelled as two horizontal planes that criss-crossed to give a 3D effect when you were on the ground. Fly over a large group of trees at altitude and you could see this more readily. Share this post Link to post Share on other sites
Guest Posted June 24, 2009 The reason for the "cardboard cutout" appearance is probably a framerate issue. Imagine if each individual blade of grass/weeds/flowers were modeled in 3D; the time to draw each model, accompanied by taking into account the movement calculations for each when you crawl through them would probably be a framerate killer. The alternative is to place a 2D image on a rectangular shape (with transparencies around the edges so it doesn't look rectangular), then simply rotate this rectangle from a vertical to a horizontal position when the player makes contact. This method uses much less drawing and movement calculation time while still creating an admittedly-not-perfect simulation of moving through grass. This is a common method used in 3D modelling to save on rendering times and framerates in animations. As I recall, some of the trees in OPF used to be modelled as two horizontal planes that criss-crossed to give a 3D effect when you were on the ground. Fly over a large group of trees at altitude and you could see this more readily. Yeah i completely agree :) I remember alot of old games with criss-cross tress, horribly ugly lol. I think the worst animation in arma 2 has to be the trees falling down. I think they have 3 seperate animations, upright, semi upright, flat on the floor. It makes the tree look as if its falling at 3fps whilst the rest of the game is at 60. Share this post Link to post Share on other sites
NorthStar 10 Posted June 24, 2009 Well, that and the direction of fall being fixed. It looks pretty weird to knock down a tree with a tank and see it fall *towards* the tank. Share this post Link to post Share on other sites
Scorpio06 10 Posted June 24, 2009 (edited) Thanks for the input guys. I really didn't think about it like that but you're right, it would kill the fps. And thanks for the tracking tip. Edited June 24, 2009 by Scorpio06 msp Share this post Link to post Share on other sites
max power 21 Posted June 24, 2009 All grass and trees in all 3d games are done the same way. Share this post Link to post Share on other sites
BoxiouS 10 Posted June 24, 2009 I much prefer the way it is compared to having grass that you just move 'through' it was a bit weird at first bu i like the idea os slow crawling when prone and knocking the next layer of grass down just enough to see over it. Though at distance it's meaningless because the grass isn't there. So whilst you're skillfully moving carefully through the grass you're actually stuck out like a sore thumb. That's why Arma2 has trees;) Share this post Link to post Share on other sites
Dogtags 0 Posted June 24, 2009 I much prefer the way it is compared to having grass that you just move 'through' it was a bit weird at first bu i like the idea os slow crawling when prone and knocking the next layer of grass down just enough to see over it. Though at distance it's meaningless because the grass isn't there. So whilst you're skillfully moving carefully through the grass you're actually stuck out like a sore thumb. That's why Arma2 has trees;) Ahh but the grass is still there at distance but you do not see it as grass but the cover is still valid. At distance if an enemy soldier goes prone in the grass you will notice part or a lot of his body dissapear. Also sometimes depending on angle etc you can see another layer on the ground in the distance, this is the grass layer being simulated so it is still in effect. Share this post Link to post Share on other sites