The Slot

Quote:Isnt there a mod that changes the draw distance? Or is that not out yet? If there is one, you could make all the coconut groves around the airfields. Sort of like a Hollywood backdrop for when people take off from there

I tried that mod when it was around and it didn't make much that was useful draw any sooner, not sure what was supposed to draw earlier but it sure wasn't objects. Probably only moving stuff. It also halved your framerate.

Would be nice to find out how draw distance is modified. Piers and hangars being my pet hates Wink

Cheers, Neil Smile
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There is a draw distance (something like that) in the mat file for a given object.

I found what I thought might be the palm trees, and they were set to 1000m. I changed it to 10,000 (all the other objects I saw) and no dice. Perhaps it was the clutter trees I changed?

tater
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The "world" draw distance works together with the object's draw distance in the corresponding mat file.

The view distance (visually) will not go further than the objects draw distance in the "world" file. In other words, to make objects appear from longer distance, you have to change both the (general) objects draw distance in the "world" file and in its (specific) mat file as well.

At least that's what I found. Anyway, I'll make some screenshots later...
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I actually have a Munda With some of the trees in. I think I have one palm every 10m. Pretty much everywhere that isn't a runway, taxiway, or revetment. With draw distance up I bet it's murder on FRs. Too bad instead of disappearing at range it can't just go to some low LOD image of green parallel to the ground.

tater
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spud Wrote:I actually have a Munda With some of the trees in. I think I have one palm every 10m. Pretty much everywhere that isn't a runway, taxiway, or revetment. With draw distance up I bet it's murder on FRs. Too bad instead of disappearing at range it can't just go to some low LOD image of green parallel to the ground.

tater

Can't you load those trees into the map instead of allowing player objects? I thought frame reate were affected by player adding trees and not map maker stuff! Sorry for the terminology.
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Objects are still objects, regardless of who put them in.

[Image: sig2.gif]
TEAM PACIFIC
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[Image: 18a5258793d48b221f2e8844e8c0ba886g.jpg]

Basically, when fresh and new, the japanese Munda airfield would have been completely covered with palm trees. US photo recon found them starting November 20th, 1942. On Dec 3 they returned and it was already looking like an airfield. By the 9th, it was mostly done, but there were still palms here and there in the middle of the runway and taxiways (intentional to break up the shape from the air). The 9th is the date of the first US attack. By 30 March, 1943, it looked like the moon and was useless as an airfield from that point on until the CBs got a hold of it. Sometimes japanese planes would make emergency landings there, but unless the plane was OK to fly out by itself, they'd likely never leave.

In the first 5 weeks of the New Georgia campaign alone, 1.9 million pounds of bombs was dropped on Munda.

I see Munda primarily as a target area Big Grin

tater
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BTW, that row of 4 tress desperately needs to be darkened. That has always been a problem with that object.

Ideally, we'd scale it, too, but from what I found we'll need to scale the mesh :?

tater
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big_yamato Wrote:The "world" draw distance works together with the object's draw distance in the corresponding mat file.

The view distance (visually) will not go further than the objects draw distance in the "world" file. In other words, to make objects appear from longer distance, you have to change both the (general) objects draw distance in the "world" file and in its (specific) mat file as well.

At least that's what I found. Anyway, I'll make some screenshots later...

This is Tree0.mat

Code:
[ClassInfo]
  ClassName TMaterial
[General]
  tfDoubleSide 1
  tfShouldSort 0
  tfDropShadow 0
  tfGameTimer 1
[LightParams]
  Ambient      1.0
  Diffuse      1.0
  Specular     0.0
  SpecularPow  0.0
  Shine        0.0
[Layer0]
  TextureName tree_01_256a.tga
  PaletteName
  Frame 0.0
  AlphaTestVal 0.5
  VisibleDistanceNear 0.0
  VisibleDistanceFar 1000.0
  TextureCoordScale 0.0 0.0 1.0 1.0
  ColorScale 1.0 1.0 1.0 1.0
  tfWrapX 1
  tfWrapY 1
  tfMinLinear 1
  tfMagLinear 1
  tfMipMap 1
  tfBlend 0
  tfBlendAdd 0
  tfTestA 1
  tfTestZ 1
  tfUpDateClear 0
  tfModulate 1
  tfNoTexture 0
  tfAnimatePalette 0
  tfAnimateSkippedFrames 0
  tfNoWriteZ 0
  tfImageResident 0
  SubPictures 0

tater
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I have images of Ranard and Sunlight fields I will scan later if anyone needs them.
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WIP:

[Image: 9c6308cc9d65bece4aa068d0bdaf95c16g.jpg]


[Image: 79d3c56538e14ac61dcdcef065f0c3016g.jpg]


[Image: 33f8c45878ac464db965330689860f6f6g.jpg]


[Image: 3962df1bb06f837bc5a18c1a13d2b1966g.jpg]


Whatcha think?
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It's beautifully stunning!

If you're cool you will let me try it out myself!

Just kidding. Keep up the exceptional work. I can't wait to have it myself!
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Wow, looks swell. Hope it's not a FPS killer. But she's beautiful.
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Skunkmeister Wrote:Objects are still objects, regardless of who put them in.

I'm not so sure about it, IMO actors are more PC friendly than regular mission and they are much smaller. Just extract one actors and compare it's size to it's size in mission format.

I would definitely recommend putting most of the objects in actors file.

FC
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^^^ Ian suggested that this was true on more than one occasion. He said if you placed Berlin in the FMB (as a mission instead of preplaced on the map as static.actors), the PC would grind to a halt.

tater
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