Need a little help with muttrah walls.
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flyboy_fx
- Posts: 118
- Joined: 2009-09-02 16:12
Need a little help with muttrah walls.
The big concrete walls on muttrah have some odd triangles the come off of them at the bottom from a distance, 
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Teek
- Posts: 3162
- Joined: 2006-12-23 02:45
Re: Need a little help with muttrah walls.
took me two or three read overs to figure out what your talking about, a picture would have helped.
Sounds like its a LOD (level-Of-Detail) issue, what that means is the model gets lower polygons the further away you are.
Try turning your geometry setting up
Sounds like its a LOD (level-Of-Detail) issue, what that means is the model gets lower polygons the further away you are.
Try turning your geometry setting up

- bad_nade
- Support Technician
- Posts: 1498
- Joined: 2008-04-06 18:26
- Location: Finland
Re: Need a little help with muttrah walls.
It's BF2 engine morphing the terraing to make it more smooth (or easier to handle?) in the distance. This stretching is explained here:
https://www.realitymod.com/forum/f189-m ... s-2km.html
The reason, I think, why it's so clearly visible in Muttrah is because there is long roads going diagonally across those streched polygons explained above.
https://www.realitymod.com/forum/f189-m ... s-2km.html
The reason, I think, why it's so clearly visible in Muttrah is because there is long roads going diagonally across those streched polygons explained above.
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maarit
- Posts: 1145
- Joined: 2008-02-04 17:21
Re: Need a little help with muttrah walls.
yeah,i see also that thing in muttrah.
some maps i see also some odd flashing in static buildings.
my computer is just too ****
little offtopic:
i think that clueless_noob should be promoted to some techguy
some maps i see also some odd flashing in static buildings.
my computer is just too ****
little offtopic:
i think that clueless_noob should be promoted to some techguy
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Need a little help with muttrah walls.
You see, the terrain underneath the road above the wall is raised, as clueless said, this results in terrain morphing because (its more complicated than this) the reference points used to sculpt terrain are too far away from eachother.
though they aren't exactly pretty, they don't affect gameplay, so its ok
the only alternative afaik would be to make a big road static, but this does the job for now.
though they aren't exactly pretty, they don't affect gameplay, so its ok
the only alternative afaik would be to make a big road static, but this does the job for now.
