undergrowth draw distance

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zangoo
Posts: 978
Joined: 2007-09-01 03:42

undergrowth draw distance

Post by zangoo »

would it be possible to make undergrowth into overgrowth, the trees draw at far distances and they have alot of leaves, so if you were to make some overgrwoth that looks like grass shouldnt it work? i dont see this increasing lag a huge amount cus the amount of leaves on a tree could cover a fair amount of ground, so it would just be like a map with alot of trees.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

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did you bother to work out what the fields on Al Basrah, Hills of Hamyoung and many other maps are made out of?
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zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

no just was messing around in the bf2 editor and some of the tweak files, so another question, why isnt the grass in some maps like 7 gates overgrowth?
joethepro36
Posts: 471
Joined: 2007-12-28 23:57

Post by joethepro36 »

^^
yeah, i was going to say that but i wasn't sure about it, lock? :P
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Post by Dr Rank »

The rice fields you see in maps like albasrah and hamgyong are overgrowth fields that matt b cleverly crafted. The problem is that the undergrowth tool moulds the undergrowth to fit on top of the terrain, but the overgrowth fields demand that the terrain below them is flat. And no, undergrowth cannot be 'made into overgrowth' :)
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

zangoo wrote:no just was messing around in the bf2 editor and some of the tweak files, so another question, why isnt the grass in some maps like 7 gates overgrowth?
have you looked at them?

overgrowth = a large object mesh
undergrowth = a very, very small object mesh with a custom texture of your choice slapped on it.
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zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

ok so i was just messing around with wild grass on 7 gates, it was in 50m squares, and they wouldnt fit not a big surprise. but i think that if they were in smaller squares then it would work fine.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

zangoo wrote:ok so i was just messing around with wild grass on 7 gates, it was in 50m squares, and they wouldnt fit not a big surprise. but i think that if they were in smaller squares then it would work fine.
oh ye, a 2m x 2m square to fit the grid size of your map, unless it was a scale 4 map then you would need a 4x4m, happy placing!

PS. there would still be a huge performance impact if you did it that way... :roll:
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Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Post by Heskey »

Give that this thread is still open; I'm sure this has been suggested before but I've forgotten the reason, and since it's not apparently in the already made suggestions thread I'll ask again;

Is there anyway of making **** like grass and crops draw at long distance? The amount of times I've opened fire at people in a field and they go prone, it just makes me smile and think "Bingo - Sitting duck" because I can't see ANYTHING but their fat-*** in a flat field, whilst they think they're hiding behind a gigantic corn-row.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

Heskey wrote:Give that this thread is still open; I'm sure this has been suggested before but I've forgotten the reason, and since it's not apparently in the already made suggestions thread I'll ask again;

Is there anyway of making **** like grass and crops draw at long distance? The amount of times I've opened fire at people in a field and they go prone, it just makes me smile and think "Bingo - Sitting duck" because I can't see ANYTHING but their fat-*** in a flat field, whilst they think they're hiding behind a gigantic corn-row.
yes thou there is such a large performance hit for 90% of systems the map would become unplayable and good point about the locking, this topic is pointless...
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