manzilla 1 Posted December 9, 2009 I'm having trouble with the plants link. Nothing happens. I'll keep trying, not sure if it's just me. Bushes worked fine. Share this post Link to post Share on other sites
.kju 3245 Posted December 9, 2009 Thanks and fixed. It seems the page system did not like the big file. Added a link to a FTP download mirror instead. Share this post Link to post Share on other sites
manzilla 1 Posted December 9, 2009 Thanks bud! Works fine now. Share this post Link to post Share on other sites
pxtoi 10 Posted December 9, 2009 I dont know why, but I cant get it to work. :bored: I have pasted the .pbo's in a mod folder and the keys in their respective folders (pbo's in addons and PROPER_test_version.bikey in the keys folder.) Im a huge fan of OF and I really would like to see those trees again. Thanks in advance. Share this post Link to post Share on other sites
neokika 62 Posted December 9, 2009 Thanks Kju. Just tested and the performace gain is huge...insted of around 30fps all very high, to 40fps with this mod.. IMO it doesn't look bad at all. Great work and thanks for sharing... _neo_ Share this post Link to post Share on other sites
.kju 3245 Posted December 9, 2009 @ pxtoi The key is only for servers. As player you only need the pbos and bisign files (in the same folder). ..\arma2\@proper\addons\x.pbo -mod=@proper @ _neo_ Good to hear. :) They indeed look quite good in my view. Only if you get really close, you can see that the texture are bit low res, yet nothing one normally notices while playing. Share this post Link to post Share on other sites
neokika 62 Posted December 9, 2009 @ _neo_ Good to hear. They indeed look quite good in my view. Only if you get really close, you can see that the texture are bit low res, yet nothing one normally notices while playing. Quite good actually. A bit of more Tree variations and it will look perfect...=D Again thanks a lot for sharing. _neo_ Share this post Link to post Share on other sites
Alex72 1 Posted December 9, 2009 Good work Kju! I saw you wrote what i noticed about they not being VB. I take it thats the case still? I mean you didnt add/tamper with any VB settings for the new updated ones? Will test now and see. Maybe there was something iffy when they werent properly on the ground etc. Thanks for this Kju. Alex Share this post Link to post Share on other sites
.kju 3245 Posted December 9, 2009 I did not test it myself yet. It may very well be that micro AI does not recognize them as object to be used for cover. Yet resistance vegetation has AI view block, if you meant that. That should work fine in a2 still. Share this post Link to post Share on other sites
Alex72 1 Posted December 9, 2009 (edited) Ah ok. Yes thats what i meant. Sorry for being a bit shady. I tested Utes so far and regarding FPS it feels good. Im about to test Cherna now, and also test the VB out. I had an error on loading Everon though. Dont know if this is the texture issue you mentioned in the release info? Cannot load textureCa\plants\bush\data\b_corylus2s_4_non.paa Ca\plants2\tree\data\topicea3f_5_ca.paa Ca\plants2\bush\data\b_creataegus_monogyna_bark_co.paa - (this popped up when exiting the island back to menu) EDIT (edited above quote). EDIT2: Not compatible with Everon. For now anyway. Be back with more info soon. Edited December 9, 2009 by Alex72 Share this post Link to post Share on other sites
.kju 3245 Posted December 9, 2009 Yes I removed all textures that were no longer needed. It seems Ace makes uses of plants2 textures for custom Everon models. Share this post Link to post Share on other sites
pxtoi 10 Posted December 9, 2009 Got it :) One more thing, have you "totaly" fixed the floating trees? Share this post Link to post Share on other sites
GoosemanXP 0 Posted December 10, 2009 During my testing I've found this: BUGS -There's no collision on the trees, at least on a mp game, the soldiers just go through the trunks. -When you are close to a tree and try to zoom in it, the tree just dissapears. -AI seems to see and shoot through the vegetation like crazy, maybe an extra LOD it's needed. -Fliying trees in some parts. -Too few tree models makes the map look repetitive. -The trunks are too thin to fit well and the trunks texture too low. IMPROVEMENTS -Huge fps gain in mp. -Old times OFP spirit aspect. -Makes ARMA2 complex missions playable. -Compatible with other mods (tested with ace2 and slx). Great work and keep it up, the idea of optimizing the vegetation models could fix the game for a lot of frustrated people. Share this post Link to post Share on other sites
.kju 3245 Posted December 10, 2009 Thanks for the report GoosemanXP! I assume the collision problem is only for AI? You have to remember, that everyone is playing with his 'local trees'. So only you and your AI work with your trees collision. Never seen trees disappearing. Can make a short video and post your video details please. Was it local AI, of from another player or the server 'seeing' through vegetation? I can double check it, yet like said before resistance introduction viewblock for vegetation. Can you give me coords of flying trees - my guess is that the standard a2 trees are floating there as well. One could enlarge the trees and bushes with 10% more probably. Once someone is willing to make a mapping (A should become B), I am happy to realize it. There was a texture replacement back than by Berghoff. This could be used eventually. Modifying the model or retexturing needs someone capable to do that. In the past people were never interested.. :( Share this post Link to post Share on other sites
Snake Man 407 Posted December 10, 2009 Modifying the model or retexturing needs someone capable to do that. In the past people were never interested.. Can you give more details what this modifying means? Share this post Link to post Share on other sites
.kju 3245 Posted December 10, 2009 The basic would be to make the OFP texture replacement for OFP Resistance vegetation ArmA engine usable (merge textures to one texture / reduce section count as much as possible). This was done for the current pack, yet needs to be redone in that case. Next item is to fix the small thin line texture issues as shown on the screen above. Some new retextures based on the simple mesh without the use of shader would be even better. Finally GoosemanXP suggested to make the trunks more thick. Personally I think it is not needed and especially the effort for that would be unreasonable high. Share this post Link to post Share on other sites
Snake Man 407 Posted December 10, 2009 OFP Resistance, I cant recall now, how many bushes and trees are we talking about? I'm busy with VTE and honestly not that interested of making OFP vegetation ports, but... if there isn't that many objects to go through, I might do it if I get bored enough and need a break from VTE editing. But first I need to know the full scope of the project. Share this post Link to post Share on other sites
GoosemanXP 0 Posted December 10, 2009 Well the test I've made was on a local-host MP game I've created, the thing is that i was testing several other mods mixed with yours (@ace2, @slx...), and it well may be causing the collision problems. Anyway it's not just the AI, the player would run through the trunks without collide, i still have to test if the vehicles do the same. The disappearing tree problem is happening to me when i get really close to a tree and use the mouse right click for the little zooming, or without zooming, when i get close enough to a tree, almost touching it. Anyway i will test and report it again without any other mods as soon as i get home. Share this post Link to post Share on other sites
.kju 3245 Posted December 10, 2009 To me the trunks collide with the player character. As they are rather thin, you will be moved sideways along instead of getting full movement block as for most a2 vegetation. Share this post Link to post Share on other sites
.kju 3245 Posted December 10, 2009 (edited) @ GoosemanXP Some trunks offer no resistance yes. It seems to be the case for bigger trees. No much we can do without modifying the model altogether I fear. Edited December 11, 2009 by kju Share this post Link to post Share on other sites
GoosemanXP 0 Posted December 11, 2009 I've tested the High Res. LOD version. PROS -Nice looking far distance forests. CONS -FPS even lower than original Chernarus for big distances (4000+). I still prefer the original version of the trees to the HighRes one, getting the best FPS results on MP missions with disabling grass option, so changing the actual Chernarus grass to a optimized one (or using another mod for this purpose) will improve even more the performance. Keep it up. Share this post Link to post Share on other sites
.kju 3245 Posted December 11, 2009 (edited) My performance results. The test scenario was ArmAIIMark using fraps to capture the FPS count. STANDARD ARMA 2009-12-11 10:01:32 - arma2 Frames: 4796 - Time: 160000ms - Avg: 29.975 - Min: 0 - Max: 51 ResVeg - VERY HIGH (1 Res LOD only) 2009-12-11 09:54:03 - arma2 Frames: 5239 - Time: 160000ms - Avg: 32.744 - Min: 0 - Max: 61 ResVeg - HIGH (2 Res LODs only) 2009-12-11 09:46:33 - arma2 Frames: 5178 - Time: 160000ms - Avg: 32.363 - Min: 0 - Max: 61 ResVeg - STANDARD (2-3 Res LODs) 2009-12-11 09:40:53 - arma2 Frames: 5448 - Time: 160000ms - Avg: 34.050 - Min: 0 - Max: 61 ---------- Post added at 10:22 ---------- Previous post was at 10:17 ---------- The higher the viewdistance the bigger the impact of missing low res LODs obviously. So your observation is probably true. Visual quality wise the very high is superior to the other and personally also way better than the ArmA II standard look. Highest and 2nd highest ResLOD only ResistanceVegetation_HighQuality.7z (9 MB) Highest ResLOD only ResistanceVegetation_VeryHighQuality.7z (9 MB) Looks pretty neat. Please test and compare the performance. The (new) high looks, at least on mid distance, just like the standard here. The 2nd Res LOD has the visual issue of a thin empty line in the upper half. In the standard version the 3rd Res LOD on distance looks like a one color wall. . Edited December 11, 2009 by kju Share this post Link to post Share on other sites
whisper 0 Posted December 11, 2009 This is getting better and better :) Share this post Link to post Share on other sites
.kju 3245 Posted December 11, 2009 Thanks Whis for the bump. :) Made an interesting observation. Either a bug or more likely an optimization: As pilot in an air unit the engine switches way earlier to lower resolution LODs. Infantry: Pilot in air unit: Look at the trees near the airfield or the hill right side behind it. As infantry you see 2nd Res LOD, as pilot in an air unit the 3rd Res LOD (last in this case). Share this post Link to post Share on other sites
cole 0 Posted December 11, 2009 Looks like somekind of feature to me, to make flying more smooth. Share this post Link to post Share on other sites