Scaling grass-height in undergrowth.cfg

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PRbear
Posts: 24
Joined: 2019-12-04 17:11

Scaling grass-height in undergrowth.cfg

Post by PRbear »

I have a map that has excessive high undergrowth. In multiplayer that works fantastic, but not in singleplayer. Undergrowth does not exist for bots.
I need to scale that undergrowth so bot are only partly hidden, but that seams impossible.
This is the cfg-file :
(client.zip| undergrowth.cfg)

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ViewDistance 150
ViewDistanceFadeScale 0.5
ViewDistanceHeightScale 0.4
rem ViewDistanceHeight2Scale 5
ViewDistanceHeight2Scale 5
ViewDistanceStreamingScale 1
PatchSubdivide 15
SwayScale 0.15
LightingScale 1.8
AlphaRef 0.15

Material grass 3
{
	GeneralHeight 0


	Type grass1
	{
		Mesh hexagon
		Texture ME_grassbush01

rem Orr. RandomSizeScale 5.0 2.0
rem Test 1 RandomSizeScale 2.5 1.0
RandomSizeScale 0.1 0.2
rem NO difference at all!

		Density 1
		Variation 0.1
		TerrainColorScale 1
		TypeSwayScale 1
		Skew 0
	}
	Type grass2
	{
		Mesh hexagon
		Texture fieldgrass


rem Orr. RandomSizeScale 5.0 2.0
rem Test 1 RandomSizeScale 2.5 1.0
RandomSizeScale 0.1 0.2
rem NO difference at all!

		Density 0.2
		Variation 0.2
		TerrainColorScale 1
		TypeSwayScale 4
		Skew 0
	}
}
There are several things that confuse me

Code: Select all

	GeneralHeight 0
This 0
If changed, the map crashes..
it could be a size, but also could be a boolean eg 0 == 'false'
Why cant it be changed?
Why is it 0?

Then next option seams to be the random scaling
I tried 3 different sets og values:

Code: Select all

rem Orr. RandomSizeScale 5.0 2.0
rem Test 1 RandomSizeScale 2.5 1.0
RandomSizeScale 0.1 0.2
(Btw -Did not use 'rem' in the actual undergrowth.cfg file, thats just here -I dont know if .cfg files accepts 'rem' as .con files does)

No matter witch one is used, there are absolutely NO changed in the grass-appearance
It looks like this parameter is ignored..
Is the height not at all mod-able in undergrowth.cfg? -Or do i change the wrong values?
Tyia!
Grump/Gump.45
Posts: 641
Joined: 2018-12-15 21:35

Re: Scaling grass-height in undergrowth.cfg

Post by Grump/Gump.45 »

PRbear wrote:I have a map that has excessive high undergrowth. In multiplayer that works fantastic, but not in singleplayer. Undergrowth does not exist for bots.
I need to scale that undergrowth so bot are only partly hidden, but that seams impossible.
Camouflage is no problem... too much vegetation? No problem. They make a noise, we shoot the noise. If they shoot, then we shoot their shooting.
PRbear
Posts: 24
Joined: 2019-12-04 17:11

Re: Scaling grass-height in undergrowth.cfg

Post by PRbear »

Grump/Gump.45 wrote:Camouflage is no problem... too much vegetation? No problem. They make a noise, we shoot the noise. If they shoot, then we shoot their shooting.
Iow. You do not know how to mod grass-height -Right?
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Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

Re: Scaling grass-height in undergrowth.cfg

Post by Ason »

It's RandomSizeScale, not sure if it can be edited from cfg, might have to open it in editor.
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LangMaster
PR:BF2 Contributor
Posts: 176
Joined: 2020-10-11 03:15

Re: Scaling grass-height in undergrowth.cfg

Post by LangMaster »

On some maps foliage is a huge problem and usually decides whatever the map is hard or easy, but some people like the challange, though it would be interesting if we could make some kind of no see through bubble hitboxes on trees for bots.
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PRbear
Posts: 24
Joined: 2019-12-04 17:11

Re: Scaling grass-height in undergrowth.cfg

Post by PRbear »

Ason wrote:It's RandomSizeScale, not sure if it can be edited from cfg, might have to open it in editor.
Thanks for confirming what i thought! I fear that there is nothing to do then in undergrowth.cfg. I have experimented for hours with those parameters, and nothing at all changes.
It could be that the cfg data is baked into undergrowth-atlas in editor, and then modding it through undergrowth.cfg is a dead-end :? ??:
PRbear
Posts: 24
Joined: 2019-12-04 17:11

Re: Scaling grass-height in undergrowth.cfg

Post by PRbear »

LangMaster wrote:On some maps foliage is a huge problem and usually decides whatever the map is hard or easy, but some people like the challange, though it would be interesting if we could make some kind of no see through bubble hitboxes on trees for bots.
If only it blocked bots 'view' then it would be an absolute stunning feature! Fantastic creative maps could be made, but no such luck.
Undergrowth is not existing for bots.
I cry inside my programmer heart, because it would have been a breeze to implement..
The bots are 'aware' of the surface, that is obvious from the sound they make as they move, because the sound changes as a bot moves, it would only also need to alter its field-of-view distance.
In tall grass a maximum of ten meters should be a heuristic rule, and ..well there we go. Bots would have field-of-view depending on undergrowth, not perfect, but better than x-ray vision... :roll:
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Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: Scaling grass-height in undergrowth.cfg

Post by Mats391 »

The .cfg gets translated into the Undergrowth.dat by the editor. So you will need editor to fix this.
In theory you could edit the .dat directly, but the format is a bit more complicated
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