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Longer View Distances and Foilage
Posted: 2007-04-17 17:06
by jwflowersii
With the increases in view distances on some maps will we have to worry about the draw distance of the foilage. For example if I'm trying to sneak up on someone at close range can I be spotted farther away even though they can't spot me close by?
Thanks for any information,
John
Posted: 2007-04-17 17:18
by eggman
That's not really a factor of the long view distances... that problem exists on maps with 200m view distances.
The BF2 engine *can* draw grass out to about 140m *IF* the mapper is incredibly careful and knowledgeable about how to tweak what is called "undergrowth". But DICE recommends nothing higher than 70m for undergrowth (grass) draw distances.
Generally in PR we are encouraging mappers to use undergrowth as "decorative".. never fooling players into thinking they are concealed in tall grass.
We have developed our own grass and field foliage that will draw out to whatever the mappers wants without substantial performance hits.
Posted: 2007-04-17 17:28
by Clypp
'[R-DEV wrote:eggman']We have developed our own grass and field foliage that will draw out to whatever the mappers wants without substantial performance hits.
Which grasses are PR made and are DICE versions going to be replaced with the new grasses?
Posted: 2007-04-17 17:55
by eggman
Clypp wrote:Which grasses are PR made and are DICE versions going to be replaced with the new grasses?
Do you seriously think I keep a mental inventory of the grass in PR?

Posted: 2007-04-17 18:26
by paco
Hey! You make 'an inventory of grass' sound like it's something bad

Posted: 2007-04-17 18:45
by Salustro
I can see it Eggman.... it's possible.

Posted: 2007-04-17 18:48
by M4nicMin3r
'[R-DEV wrote:eggman']Do you seriously think I keep a mental inventory of the grass in PR?
I keep a mental inventory of my grass!!!! .., mind you thats prolly why im not a coder/mod.........., err what were we talking bout again?
Posted: 2007-04-17 19:06
by jwflowersii
I realize it is still an issue with the smaller maps, but it does pose an even bigger problem when you increase the map sizes because the engagment distance is so much longer. Is there anyway to just remove the grass or use more of you own grass to keep visible longer. The problem with the grass is that I can't see over it to shoot, and therefore must stand to take aim, but he a much bigger target to shoot at now.
Thanks for any feedback guys.
John
P.S. I love the mod.
Posted: 2007-04-17 19:16
by l|Bubba|l
Could a field of tall grass replaced with a simple large grass textured polygon when the normal grass disappear?
Posted: 2007-04-17 19:20
by Clypp
'[R-DEV wrote:eggman']Do you seriously think I keep a mental inventory of the grass in PR?
I just double checked, you
are eggman...
I was thinking more big picture. Are all new maps only getting the non-vanishing grass? Old maps being updated?
Posted: 2007-04-17 19:23
by Rhino
ehhhh, we are not chaning how the grass works in bf2....
Posted: 2007-04-17 19:41
by Clypp
OK. I guess I misunderstood what eggman posted.
Posted: 2007-04-17 19:58
by Bob_Marley
"Dont go into the long grass!"
It gives you sod all cover.

Posted: 2007-04-17 20:13
by eggman
Clypp wrote:OK. I guess I misunderstood what eggman posted.
What we have done is created some stuff that can be used for bushes / foliage that renders out at very long distances.
We are not changing how grass *works* in BF2, but we are attempting to change how it is USED. So we're only using it for decorative purposes and are encouraging mappers not to use it in ways that can fool the player into thinking they are concealed in long grass, but a guy 300m away can see them in plain sight (eg: Steel Thunder).
For me, that is a map killer.
Where there are areas on maps that need some long grass / foliage / bushes, we have been working on our own stuff that draws at long distances (eg: Hills of Hamgyong rice fields).
We intend to relegate the BF2 grass to decorative and to maps where the nature of the terrain does not allow you to see into the grass from long distances (eg: Mao Valley).
Retrofitting this to maps is a huge chore and with every release we evaluate the suitability of maps to the mod and either make adjustments or drop the maps.
Posted: 2007-04-17 20:55
by Desertfox
'[R-DEV wrote:eggman']Do you seriously think I keep a mental inventory of the grass in PR?
I bet you go out with your scissors at night and cut the grass!

Posted: 2007-04-17 21:27
by [LTC] Gunther.S [4SFG]
BF1942 ENGINE!!!!
Posted: 2007-04-17 22:00
by Rhino
2ACR>Gunther wrote:BF1942 ENGINE!!!!
did not have undergrowth.
Posted: 2007-04-17 23:12
by zeroburrito
tall grass seems to be a killing field for the person that enters it, cant see who is killing you, while the enemy can see you perfectly. my advice is to stay far away from grass.
Posted: 2007-04-18 20:32
by Gunwing
zeroburrito wrote:tall grass seems to be a killing field for the person that enters it, cant see who is killing you, while the enemy can see you perfectly. my advice is to stay far away from grass.
This is not the real issue though. The real issue is that in BF2, and all the BF games before it you can turn off the grass and foliage with the flick of a setting. People exploit this all the time in BF2 and in other BF games. IE the only one where this is not an issue is BF2142. I'm not saying we should switch to the newer game at all, just that I would rather see if we can remove the option to not have grass turned on. It's like playing with only half the cards for people with high end PCs IE myself and many of my friends. But to people with low end PCs it's a life saver for their slow PCs, and they get the added perks of seeing people who would normaly be hidden by the tall grass they are in. Makeing so the grass draw distance is higher is not going to help because low end PC users will be able to beat the system by simply turning off the grass, and thus your left with the same problem as before.
Posted: 2007-04-18 20:53
by El_Vikingo
Dont make this thread another Hardware flame war. we already have one.