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Author Topic: New Wood Textures  (Read 2057 times)

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Wa99el

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Re: New Wood Textures
« Reply #12 on: December 23, 2019, 05:43:56 PM »

I think I have an idea how to create very good forests in IL-2 1946 with these
3D trees. I also read that the * .fields.tga causes problems with too many trees
and that not all trees are shown. Another problem is that your machine will not
be destroyed if you fly low through one of these trees from the * .fields.tga.

The solution would be a texture with * .fields.tga and the 3D trees in combination
with the trees as objects that can be inserted in the Mission Builder. When these
trees are touched, the machine explodes. Furthermore, you cannot cheat and
switch off the 3D trees on config.ini.

The texture must be designed in such a way that it obviously replaces the 3D
trees in 3-4 km without the trees disappearing or popping up. Here you have
to test with color and degree of brightness.

So that you, as a map maker, are not forever busy with "planting" trees,
you can have the trees set up automatically with the help of a program.
To do this, you first have to create a "template", which then decorates
the map with trees using the program. Unfortunately I no longer know
the name of the program. You have to ask the old modders here.

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vpmedia

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Re: New Wood Textures
« Reply #13 on: December 24, 2019, 02:15:24 AM »

There are two programs to automatically populate texture tiles, ObjectSet and Auto-pop:
https://www.sas1946.com/main/index.php?topic=59316.0
http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1426

Imho the perfect solution for better 3d forests would be to create 4-5 very low poly but still nice enough tree 3d models and use auto-pop templates to place them on maps. But replacing the current tree setup with a million single tree objects would have a negative impact on the fps. For example on the Battle of Moscow map the trees in Moscow were all custom 3d trees and dogfighting over the city was impossible due to low fps, so I removed the custom trees and replaced them using Zutis actors management tool with the stock FurnitureTreeLine object and the fps went up considerably.

WxTech

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Re: New Wood Textures
« Reply #14 on: January 24, 2020, 11:26:43 AM »

If the stock RowOfTrees object is superior as regards fps, then how about trying a version having more than 5 trees? Would the extra polygons be compensated for by having them confined to a single mesh?

That is, would one mesh having 30 trees be better than 6 meshes having 5 trees each?
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vpmedia

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Re: New Wood Textures
« Reply #15 on: January 24, 2020, 02:56:39 PM »

When you activate Forest=3 in the conf.ini the stock FurnitureTreeLine object gets replaced by those autogenerated trees which have minimal fps impact. There's no access to that part of the game which influences the Forest=3 trees appearance. If it would be possible the first two improvements should be increasing the vis distance from 3 to 10-15 km and turning off their animation. Only then would it make sense to spend time with reworking the woods on the maps like Marat would like to have it. It would not be complicated because all you would have to do is to create a special texture (or two: one called *_fields.tga and the .tree file which controls the density of the woods) for the Wood0 slot of the maps load.ini. Layered wood replaced by forest=3 trees. You would also have to mod the tree layers, either make the game engine not generate them or just fill their alpha channel with black and make them invisible. Theres no other quick way to do this.
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