"Pega_grassfields" problem -1 reply

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Lili Marlene

Tom aka Lili Marlene | FH Dev

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5th December 2004

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#1 13 years ago

I´m going to use one of the grassfields at my current map ... cassino_30.jpg That´s how they look if you stand near by! NOW THE PROBLEM: cassino_31.jpg This is going to happen if you are far away from them ... Anybody out there with an helpful idea to fix that??? Thx Greetz Tom




benseras

:-)

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3rd June 2005

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#2 13 years ago

:) HeHE you are a vegatation fan nice,i´m too. I was very happy as the pega_grassfields appeard in the FH archive files -but most of them are unuseable for Large-Distance-View:( They look awfull from distance - you can fix it if you set them only behind buildings or just make a small hill so that you don´t look straight to them...




CamelNele

Norwegian Resistance

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21st May 2005

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#3 13 years ago

The distant view is normally done with different LOD's (Level Of Detail). Maybe you can just delete that "black" LOD in the Geometries.con. When you create the object there, you also tell BF to show the different LOD's at certain distances. GeometryTemplate.create StandardMesh pega_grassfield02 GeometryTemplate.file pega_grassfield02 GeometryTemplate.setLodDistance 0 0 GeometryTemplate.setLodDistance 1 5 GeometryTemplate.setLodDistance 2 10 GeometryTemplate.setLodDistance 3 15 GeometryTemplate.setLodDistance 4 20 The pega_grassfield01 has actually this code : GeometryTemplate.create StandardMesh pega_grassfield01 GeometryTemplate.file pega_grassfield01 GeometryTemplate.setLodDistance 0 0 GeometryTemplate.setLodDistance 1 0 GeometryTemplate.setLodDistance 2 0 GeometryTemplate.setLodDistance 3 0 GeometryTemplate.setLodDistance 4 10 That would actually mean, that all these LOD's are shown untill the soldier is 10 meter away, then the 4th LOD would appear. I think, that might allready be the problem here. Try to set it to the same distances as the pega_grassfield02 or even more ... when you set the LodDistance 1 250 then it will show untill the soldier is 250 meter away, that should be far enough. It would be just more laggy, because these LOD's reduce theyr polygon-count ... and are thus good for the engine.




benseras

:-)

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#4 13 years ago

What about the treemeshes - like the pega_oatfield_small ?

-earlier i tried to change the code - but nothing happend...maybe it has to do with the object itself...




Real-BadSeed

Science experiment

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#5 13 years ago

play with these values, in the main init.con add any lines not in it :) renderer.globalAmbientColor 0.150000/0.120000/0.140000 renderer.ambientColor 0.150000/0.150000/0.150000 renderer.diffuseColor 0.400000/0.400000/0.300000 renderer.specularColor 0.300000/0.300000/0.300000 renderer.animatedMeshDiffuseFactor 0.25 renderer.animatedMeshAmbientColor 0.3/0.3/0.3 TreeRenderer.billboardlightscale 0.2

these values change the darkness/brightness and colors of objects, including vehicles and soldier models. just play around with them to see what the do.

dunno if this will solve problem, but it should.




benseras

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#6 13 years ago

play with these values, in the main init.con add any lines not in it smilie.gifrenderer.globalAmbientColor 0.150000/0.120000/0.140000 renderer.ambientColor 0.150000/0.150000/0.150000 renderer.diffuseColor 0.400000/0.400000/0.300000 renderer.specularColor 0.300000/0.300000/0.300000 renderer.animatedMeshDiffuseFactor 0.25 renderer.animatedMeshAmbientColor 0.3/0.3/0.3 TreeRenderer.billboardlightscale 0.2

these values change the darkness/brightness and colors of objects, including vehicles and soldier models. just play around with them to see what the do.

dunno if this will solve problem, but it should.

-->That is only for color-management:) The generell Lod is in the "terrain init.con" GeometryTemplate.create PatchTerrain patchGeometry GeometryTemplate.file bf1942\levels\A_Day_of_Zitadelle\Heightmap GeometryTemplate.materialMap bf1942\levels\A_Day_of_Zitadelle\Materialmap GeometryTemplate.materialSize 512 GeometryTemplate.targetTriCount 5000 GeometryTemplate.worldSize 2048 GeometryTemplate.yScale 0.100000 GeometryTemplate.texBaseName bf1942\levels\A_Day_of_Zitadelle\Textures\Tx GeometryTemplate.texOffsetX 0 GeometryTemplate.texOffsetY 0 GeometryTemplate.detailTexName bf1942\levels\A_Day_of_Zitadelle\Textures\Detail GeometryTemplate.waterLevel 0.000000 GeometryTemplate.seaFloorLevel 0 GeometryTemplate.lodDistance 410




Real-BadSeed

Science experiment

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#7 13 years ago

color management, yes including the dark colors at long ranges ranges ive used these commands to solve this exact same kind of problem on my maps, so i know they work. like jungle plants changing from light green to dark green at a certain range. like i said play with the numbers and see the changes.




Lili Marlene

Tom aka Lili Marlene | FH Dev

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5th December 2004

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#8 13 years ago

Thx for your answers ---> i go to give them a try ... :D If you want also visit the fogottenmaps forum http://www.forgottenmaps.net Greetz Tom