Grass; the sort that doesn't hide you.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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Truism
Posts: 1189
Joined: 2008-07-27 13:52

Grass; the sort that doesn't hide you.

Post by Truism »

Ground level foliage doesn't serve its purpose in the BF2 engine, in fact it does almost the opposite of what it does in reality (making it harder to aim while in it, but easier to spot the person at range).

If it's not too much trouble, could it be removed on those maps where engagement distances are typically greater than 30 meters (Quinling being a prime example). At the moment it's just a pain the proverbial *** and achieves the opposite of what it should. There might also possibly be some performance gains for low end systems as well.

The only reason I can see for leaving it there is pure aesthetics, and the trouble involved in taking it out. The first is a bit lame in a reality mod that in other areas wants to be a simulation (like deviation), but the second could be a real problem, unless there's just a layer you can delete from the map files easily.

Any thoughts?
Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Re: Grass; the sort that doesn't hide you.

Post by Sadist_Cain »

I've always suggested the DF2 style of "grass" which they also used for snow and sand...

you lower the distance of the collision mesh for the ground a tad lower than where you can actually see the ground in places of thick foliage

The effect is that you sink into the texture of the ground itself and it does give that Camoflauge effect, bonus is it's only where you want it. e.g. thick grassy areas.

Dunno if it's possible in the BF2 engine though
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charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: Grass; the sort that doesn't hide you.

Post by charliegrs »

honestly i think that for the vast majority of us the grass rendering is hardly an issue, and while i understand the frustation with the grass not giving you any kind of cover at distance, it is just another problem with the bf2 engine that can not be worked out. but remove it, and you would end up with some pretty boring looking terrain, it would probably look similar to operation flashpoints terrain, and that was some godawful boring terrain. while it is just aesthetics, this game is getting up there in age {bf2 engine is 3 years old now} so its already lacking in the graphics department. which thankfully most of dont care about due to its awesome gameplay, but every little bit helps.
known in-game as BOOMSNAPP
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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Grass; the sort that doesn't hide you.

Post by CodeRedFox »

Sadist_Cain wrote:I've always suggested the DF2 style of "grass" which they also used for snow and sand...

Nope :-(

The terrain is processed a different way the statics. Now I know you will all say make the ground a static. yes its possible but has so many problems.

So what we normally try to do is areas that need tall grass we make statics. Only problem is it sometimes causes lag because they need to dray out far.
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