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Vipera

Can we get a grass in a distance?

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We have a big cheat now when people with a scope veiw shoot people in a distance because there is now grass for optic view (sniper rifles, APC, tanks, etc). Since optic view has a small FOV i think it would be possible to draw grass for more distance to compare with the regular view.

Also it would be great if AI won't be able to see people laying on the ground. I think it's not so difficult to program. It could be implemented by adding ground level for AI on length of grass or check grass density or somehow else.

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Hide for now in bush, behind trees, houses, stones, hills etc etc etc.

The ground might be elevated like in ArmA1 at distance to simulate the grass and hide prone units. But well see when that happens. Ticket raised at Dev Heaven - go vote for it.

For now though - NO game have grass all the way. Not that ive seen?

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I clearly remember a dev post before the game came out saying that the grass distance could be increased easily (though with obvious performance issues). But I can't find it and can't remember what the method was :(

I kind of want to know, if only to see how far I can increase it before the game crashes :p

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The performance hit would be immense if it was just grass draw distance. I really don't see a workable solution for a good looking effect.

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as mentioned, probably best if they used the method of raising the ground in the distance like they did in ArmA1. It may not be the prettiest looking method, but it worked well enough.

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I don't understand why 2D sprites can't be used beyond the current 3D clutter radius.

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Ok, ya know how WE can see grass close up??? Well, in a scope view grass CAN be rendered. Devs just haven`t done it yet. And whats worse is, this has been a problem for years, and someone has not done anything about it yet.

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@ Vipera

Try another browser. Some have with specific versions a problem.

If it works, you see a green and red arrow to cast your vote.

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@ Vipera

Try another browser. Some have with specific versions a problem.

If it works, you see a green and red arrow to cast your vote.

Thanks! It helps. I have voted.

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Another way to do it would be to make far units semi-transparent?

I know its a different engine but it was done very well in "Joint Ops"

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Another gripe I have with grass rendering is that the textures that have grass, don't look like they have grass from a distance. And of course I hear you say D'Oh... but listen:

I know the far away textures don't have grass on but they SHOULD look like they have grass on. Painted on maybe, I don't care really.

What happens right now is you see the slope of a hill and it looks like a nice light green uniform surface good enough to sleep on. When you get close, all sorts of shit appears that isn't bright green and smooth. It's bushy, leafy and diverse!

What I am saying is that far away textures should look as if they had the bushes and weeds that WILL appear when you get close.

You will notice that when you set a gillie suit dude between the grass and look from a distance. He is the only grassy looking thing lying oblivious on a bright green carpet of moss and fairy farts!

'S'all I am saying you know?

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Yeah. Problem is it's hard to match up satmaps with textures, not enough textures to go around :\ ..... or something like that.

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Sure it's ugly, but that's not why I play with as high grass as possible. Grass has nothing to do with it. Accurate terrain representation does. I don't want to have units walking one meter above terrain, or severly exposing themselves on a rigde (not due to lacking grass layer). They can't see me, I can see them, but I can't hit them due to fire geometry being more accurate.

Personally, despite being ugly without it, I've learned to hate grass. But I can't turn it off due to this problem. I wish grass had a separate control from terrain grid resolution.

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The game just doesnt look as epic with the grass off, even if u crank up everything else.:b:

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The grass worked in delta force 2 http://www.youtube.com/watch?v=Syr147IVBXc watch from around 3mins in, watch the team mate in the grass and note how far he is, also watch the enemy get shot and fall in the grass this was alot of years back to

DF2 had a voxel terrain though, didn't it?

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DF2 had a voxel terrain though, didn't it?

Voxel terrain yes but it did work, i was just giving shataan a heads up that grass in the scoop has been done before

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Don't you have voxel acceleration support in DX11 ? Could that be a solution in the future (Arma 3?) for long distance grass...

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I vote for more detail and objects/grass while aiming, since it usually takes a few seconds to load have it cached and while you pull up your scope the rest of the scene will render, and when you go out of the scope it will return to the bare minimum quality, I don't know if this is possible....

For me looking at a vehicle at about 500 Meters usually takes 3 to 4 seconds for the full LOD to render completely. :eek:

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