Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1]   Go Down

Author Topic: Visibility distance  (Read 3340 times)

0 Members and 1 Guest are viewing this topic.

jg1234

  • member
  • Offline Offline
  • Posts: 181
Visibility distance
« on: August 16, 2020, 10:10:56 AM »

Hi Folks,

I was sick and have been away from IL2 1946 for a while. I checked online and hopefully this is the correct thread to post this question.

Question is - can I do anything to increase the draw or visibility distance of objects (especially trees) in Il2 1946? I am currently running IL2 1946 v 4.12 with the VP Modpack installed.

Here in my screenshot (on Donbass Summer map) you can see the effect. The trees just end and when I fly closer they start to pop up. I was wondering if there is a way to improve this and/or if the 30k distance mod mentioned on this site will help? Wasn't sure if my conf file is set wrong, if I need to tweak some settings on my Nvidia control panel, or if my hardware isn't up to the task? I posted my conf file and specs after screenshot. (Also saw a post about a graphics extender mod that is WIP - not sure if that would help?)

Any advice is appreciated. Thanks in advance - jg1234 




System  Specs

Desktop PC
CPU - Intel Core i5-3470 @ 3,20Ghz
RAM - 8GB
Video - Nvidia GeForce GTX 1050 Ti 4GB ram
OS - Windows 7 SP1
Sound - onboard sound

Conf file:
Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1280
height=960
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=1
Use3Renders=0
WideScreenFoV=1
UIColor=0
UIDetail=0
UIBackground=en

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
disableNetStatStatistics=0
showPilotNumber=1
showPilotPing=1
showPilotName=1
showPilotScore=1
showTeamScore=0
cumulativeTeamScore=0
showPilotArmy=1
showPilotACDesignation=1
showPilotACType=1
filterUserNames=0
reflyKIADelay=0
maxAllowedKIA=-1
reflyKIADelayMultiplier=0.0
reflyDisabled=0
allowMorseAsText=1
allowCustomSounds=1

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=0
mapPadX=0.6689453
mapPadY=-0.046875
viewSet=32
Intro=1
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
ScreenshotType=1
RecordingIndicator=0
MapAlpha=0.99
SaveTrk=1
IconUnits=0
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=0


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6
LeanF=0.2
LeanS=0.2
Raise=0.099999994
RubberBand=0.04

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
;ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
UseSmartAxis=0
JoyProfile=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 10 20 30 40 50 60 70 80 90 100 0 0
1Y=0 20 22 24 26 28 30 41 49 58 68 0 0
1Z=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=3
Water=1
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Mods]
PALMODsColor=0
PALQMBLinesMap=10
PALQMBLinesPl0=25
PALQMBLinesPl1=20
PALQMBLinesPl2=19
PALQMBLinesPl3=18
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=18
PALQMBLinesPl7=18
BombBayDoors=0
RandomSplash=1
netCallsign=
TracersPlayer=400
TracersAircrafts=300
TracersWorld=25
TracersWirbelwind=5
HUDLogLines=3
HUDLogColor1=80FFFFFF
HUDLogColor2=10FFFFFF
HUDLogBottomColor1=80FFFFFF
HUDLogBottomColor2=10FFFFFF

[DGen]
CampaignLength=Long
MissionDistance=75
GroundIntensity=High
AirIntensity=High
RandomFlights=5
CampaignAI=Normal
CampaignMissions=Hard
MaxBomberSkill=1
SlowFire=20
MaxFLAK=100
OperationVictory=1000
OperationDefeat=-1000
WarVictory=10000
WarDefeat=-10000
;UseParkedPlanes=1
NoAirfieldHighlight=0
 
Logged

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 5618
Re: Visibility distance
« Reply #1 on: August 20, 2020, 03:02:18 PM »

Unfortunately, the game engine controls the pop-up tree draw distance. At least I'm aware of no control accessible through a class file.

To reduce the sudden and strongly apparent termination of the pop-up trees, on some maps I use tree graphics with a different alpha layer. You see, if the alpha layer for the foliage part has essentially a contiguous blob of white, the tree is drawn as fully filled in with leaves at all times. This fullness makes for a large, full and obvious object at the longest draw distance.

My approach is to alter the alpha layer so that there are discrete parts of white amid the black. This results in the tree becoming more sparsely filled with foliage at ever longer draw distance. The result is a very much trimmed tree at far distance, making it less obvious. And so the popping in and out of visibility is much less apparent. It works well, I think.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

vonOben

  • Modder
  • member
  • Offline Offline
  • Posts: 886
  • Wer den Tod fürchtet, hat das Leben verloren.
    • vonOben's Flight Sim Mods
Re: Visibility distance
« Reply #2 on: August 21, 2020, 04:22:31 AM »


To reduce the sudden and strongly apparent termination of the pop-up trees, on some maps I use tree graphics with a different alpha layer.

Hi WxTech

Could you perhaps share a screen shot showing how that looks?

Do you mean that you simply use other tga files for the trees, if thats the case where can I find those textures?

Best regards

vonOben
Logged
vonOben's Flight Sim Mods  http://vonoben.free.fr/ Twenty Years online January 3, 2022!

whistler

  • Modder
  • member
  • Offline Offline
  • Posts: 2784
Re: Visibility distance
« Reply #3 on: August 21, 2020, 05:03:58 AM »

Given previous assessment and analysis by WxTech, I think he could find of interest:

com\maddox\il2\engine\DrawEnvXY.class

The class is as complex as it can get because of the many variables involved and the lack of proper variable names, but I believe the key to some kind of breakthrough lays somewhere in there. That's as much as I can say because I haven't visited this class in long time and I don't remember any of it.
Logged
NG-HUD v3.6.1 | NG-MAP v3.2 | NG-CAM v2.0 | NG-PAL v1.2: https://www.sas1946.com/main/index.php/board,93.0.html

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 5618
Re: Visibility distance
« Reply #4 on: August 21, 2020, 07:50:20 AM »

After work today I'll provide some illustrations, and point the way to my mod.

That class file sounds interesting, but daunting! I'll look at it to see if any understanding can filter into my Java-limited brain. ;)
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

whistler

  • Modder
  • member
  • Offline Offline
  • Posts: 2784
Re: Visibility distance
« Reply #5 on: August 21, 2020, 08:18:47 AM »

The first thing you will notice is that we live in a box. I recently got this by some reason and took a shot:



It reminded me I should look at the DrawEnvXY.class again in the future, probably in Autumn/Winter, or during the next lock down :-X

Plates could also play a pivotal role if we are to discover anything relevant: the plate object can be seen from very long distances and plates fade out/in nicely. The same can be said about the 2D trees and their long rendering distance. I sometimes wish all 3D tree objects would just be desert/winter/summer 2D trees. I spend most of my time airborne and I wouldn't personally need any other trees *I think*.

We could probably change object properties "on the fly" during loading if we knew what needs to be changed. In any case bear in mind we don't have access to all rendering code there is, and the effort could be enlightening but fruitless.
Logged
NG-HUD v3.6.1 | NG-MAP v3.2 | NG-CAM v2.0 | NG-PAL v1.2: https://www.sas1946.com/main/index.php/board,93.0.html

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 5618
Re: Visibility distance
« Reply #6 on: August 21, 2020, 08:13:36 PM »

Here we have a 2-panel image of the alpha channel for the pop-up 3-D trees. The top part is a typical stock representation. The bottom part is my 'trimmed down' treatment, which makes the foliage sparser at longer view distance, and hence makes for a less abrupt popping into and out of visibility. The upper left of the 4 quadrants is used to make the tree shadows.




Here is an older screen grab that doesn't particularly well show how the more distant trees become less prominent. To better appreciate the effect, watching the behaviour while in flight really shows it best. You'll note that already in the near-middle distance trees are looking a bit sparse, particularly the shorter 'shrubbery.' Of the type, presumably, requested by the Knights of Ni.   ;)

Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 5618
Re: Visibility distance
« Reply #7 on: August 21, 2020, 08:21:10 PM »

My old mod for making trees less obviously pop into and out of visibility, posted in "Visual Mods" here:

https://www.mediafire.com/?mccghstd0lnae35


It has a limited selection of trees to try, and whether they appear on a map depends on the tree name specified in the map's load.ini.

You could:
- Make a copy to match an existing name.
- Give one or more of these any name you like, and then using your new name in the map's load.ini
- Using image editing software capable of handling alpha channels, copy these alpha channels to an existing tree file.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

vonOben

  • Modder
  • member
  • Offline Offline
  • Posts: 886
  • Wer den Tod fürchtet, hat das Leben verloren.
    • vonOben's Flight Sim Mods
Re: Visibility distance
« Reply #8 on: August 25, 2020, 04:32:51 AM »

Hi WxTech

The topic where your trees were discussed ended with you doubting the efficacy of the trees mod, what is your current opinion almost 6 years later?

https://www.sas1946.com/main/index.php/topic,43102.0.html

I'm now doubting the efficacy of tbis approach for newer game versions. Maybe it's useful for only old dinosaurs like me who refuse to get with the times. ;) If the 4.09ers are rebels, I guess I'm a 4.08 Luddite.

More feedback would be appreciated, so that I may gauge whether it's at all worthwhile to proceed further.

The behavior of the pop-up trees with Forest =3 or 4 in recent flavours of the game is what is desired to know...

Best regards

vonOben
Logged
vonOben's Flight Sim Mods  http://vonoben.free.fr/ Twenty Years online January 3, 2022!

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 5618
Re: Visibility distance
« Reply #9 on: August 25, 2020, 05:56:05 PM »

vonOben,
At that time I was thinking the surely rather later game versions would eventually advance the state of affairs with respect to trees. Well, here I am still needing to use the same treatments in 4.12, and see that 4.13/4.14 appear to be no different. The same fundamental scheme is in use still.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

jg1234

  • member
  • Offline Offline
  • Posts: 181
Re: Visibility distance
« Reply #10 on: August 26, 2020, 08:19:52 AM »

Thank you everyone for the information and all your mod work. It's much appreciated. I'll play around and see what options I have.

Thank you again. - jg1234
Logged

vonOben

  • Modder
  • member
  • Offline Offline
  • Posts: 886
  • Wer den Tod fürchtet, hat das Leben verloren.
    • vonOben's Flight Sim Mods
Re: Visibility distance
« Reply #11 on: August 30, 2020, 03:39:36 AM »

Yes, many thanks for info and modding work!  :)
Logged
vonOben's Flight Sim Mods  http://vonoben.free.fr/ Twenty Years online January 3, 2022!
Pages: [1]   Go Up
 

Page created in 0.076 seconds with 27 queries.