PR made undergrowth?
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
PR made undergrowth?
Since we now have PR teams optimized overgrowth (read: Fools Road trees), I was thinking if there are any plans to make optimized undergrowth (read: grass) that could render beyond 50m in-game without killing everyone's computers?

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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
cos thats the way undergrowth works... really we couldnt make more optimized meshes than what is there, the only reason to make new undergrowth is if we wanted a different looking bush or something...
you could try reducing the density and texture size may help but in the end, the undergrowth is best used ONLY as a decorative tool and not as a concealment elelment as you are never going to get it drawing upto the view distance, without lagging 80% of the players to sh*t...
you could try reducing the density and texture size may help but in the end, the undergrowth is best used ONLY as a decorative tool and not as a concealment elelment as you are never going to get it drawing upto the view distance, without lagging 80% of the players to sh*t...
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RCMoonPie
- Posts: 471
- Joined: 2007-10-02 12:52
Not sure if it is possible....but....
Back in the day I used to play BlackHawk Down which was part of the Delta Force series by Novalogic.
The game had a map editor on the disk that was very user friendly.
One thing that was possible in that editor was to take various trees and place them on the map at a lower elevation than the map's ground level.
This allowed for more dense ground foliage to be represented as in a heavily wooded area or a jungle look. What you were actually seeing was the tops of the trees, but placed at the ground level with their trunks etc below the ground. And it looked good too.
The trees were drawn at distance so they did provide better concealment.
Back in the day I used to play BlackHawk Down which was part of the Delta Force series by Novalogic.
The game had a map editor on the disk that was very user friendly.
One thing that was possible in that editor was to take various trees and place them on the map at a lower elevation than the map's ground level.
This allowed for more dense ground foliage to be represented as in a heavily wooded area or a jungle look. What you were actually seeing was the tops of the trees, but placed at the ground level with their trunks etc below the ground. And it looked good too.
The trees were drawn at distance so they did provide better concealment.
Last edited by RCMoonPie on 2008-02-23 15:09, edited 1 time in total.
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