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Thread: Foliage cover and drawing distance?

  1. #101
    Quote Originally Posted by DMarkwick View Post
    If the engine could composit the problem would easily go away

    Standard composit:
    xxxx

    Composite with faded edged:
    xxxx
    Please for the love of god, do a ticket about this in the ArmA3 CIS.
    This would be so amazing. But hopefully for all units, not only soldiers, because currently in for instance Chernarus, even the camoed Tanks. stand out of woods (especially at some distance) quite extreme. To easy to spot, etc.
    Marek Spanel: [...] Every single element is well taught so that it fits together. So this is a significant change, because with ArmA 1 it was just random, really.
    We made some units because we had to. There wasn't much passion from our side with the first ArmA, to be honest. This time it's different. (Videogamer.com Interview

    Please BIS: Arma2 must become a TRUE MASTERPIECE - Not a middle-heavy catastrophe!

  2. #102
    [IMG]C:\Fraps\Screenshots\arma2oa 2012-07-04 04-07-38-06.bmp[/IMG]

  3. #103
    Jack I hope you know that you cannot direct link images straight from your harddrive....
    __________________________________
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  4. #104
    First Lieutenant PuFu's Avatar
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    Quote Originally Posted by Steakslim View Post
    Jack I hope you know that you cannot direct link images straight from your harddrive....
    coffee.......................all over desk

    Spoiler:

  5. #105
    Quote Originally Posted by PuFu View Post
    one of the problems with grass in A2 is that there is no in-between grass and no grass. For most, a blending system would help a lot here.
    http://youtu.be/pdMaFWGLxKE?t=2m20s

    on the other hand, the fact that the terrain texture is seen almost tangent at 99% of the time at the distance, doesn't help with the concealment, on the contrary, making units stand out.
    one solution could be something along the lines DMarkwick described, by working with an oppacity layer. Another would be to actually render that grass at the distance, especially when looking through a scope (just like with switching LODs for vegetation), but the obvious result for that would be increased draw call.
    Would it help to make grass in distances up to 2000m some kind of semi-translucent grass-coloured ground fog? That way concealment would be gradually reduced with hight above the ground. You could achieve a similar effect if you'd draw a ground level and above it a transparent level with a different image than the satellite image. The fog or the transparent image could even be blended with rendered grass for a smoother transition.

  6. #106
    Master Gunnery Sergeant -Coulum-'s Avatar
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    Quote Originally Posted by Nowonnos
    Would it help to make grass in distances up to 2000m some kind of semi-translucent grass-coloured ground fog? That way concealment would be gradually reduced with hight above the ground. You could achieve a similar effect if you'd draw a ground level and above it a transparent level with a different image than the satellite image. The fog or the transparent image could even be blended with rendered grass for a smoother transition.
    I don't know if it would be more efficient, but that my friend sounds like a very good idea. Of course the "fog" would have to match the colour of the grass/ground and its hieght would also have to match that of the grass. I have trouble visualizing it, but it sounds like a very good solution to the problem. I also think that the draw distance of this fog would be something like 250 metres X the zoom factor the player is looking through, that way it doesn't cover up "far away" ground textures which in my opinion look fine. I don't know if its possible but also adding kind of "static/fuzzy look" to the fog might help to make it appear more like grass, and less like mist. i would much prefer this solution to the current one of dropping the unit into the ground, which makes sniping quite random and doesn't really make it that much harder to see a unit.

    Quote Originally Posted by jackrabbitslim7
    [IMG]C:\Fraps\Screenshots\arma2oa 2012-07-04 04-07-38-06.bmp[/IMG]
    hehe. I remember the first time I tried to post an image I did the exact same thing. Dragged the image to my chrome browser and then copied and pasted the address. It didn't work like I expected. What you need to do (what I do) is creat an account with imageshack, or a similiar website, upload your pics there and then copy the link to here. Good luck I am interested to know what "arma2oa 2012-07-04 04-07-38-06.bmp" is.

  7. #107
    First Lieutenant Tonci87's Avatar
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    Quote Originally Posted by jackrabbitslim7 View Post
    You serious?





  8. #108
    Master Gunnery Sergeant OnlyRazor's Avatar
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    I find Imgur useful because I don't have to register, though it probably has some hidden drawbacks I don't know yet.
    Quote Originally Posted by W0lle View Post
    But obviously it's very hard for people these days to make use of BRAIN v1.0.

  9. #109
    Quote Originally Posted by PuFu View Post
    one of the problems with grass in A2 is that there is no in-between grass and no grass. For most, a blending system would help a lot here.
    http://youtu.be/pdMaFWGLxKE?t=2m20s

    on the other hand, the fact that the terrain texture is seen almost tangent at 99% of the time at the distance, doesn't help with the concealment, on the contrary, making units stand out.
    one solution could be something along the lines DMarkwick described, by working with an oppacity layer. Another would be to actually render that grass at the distance, especially when looking through a scope (just like with switching LODs for vegetation), but the obvious result for that would be increased draw call.
    Amazing, this took me really hard.
    Created a ticket about it:
    https://dev-heaven.net/issues/35782

  10. #110
    Guys,

    some time ago I wrote this post about units camouflage in distance in old OFP (open the spoiler button).

    Spoiler:


    My point is that maybe we don't need any hi-tech solutions for this but just careful texturing/coloring of LODs with respect to terrain texture.

    What do you think?

    EDIT:

    And I would again want to point out what Whirly have written:

    "After veiwing this video I have discovered that the mosaic of different colors is what produces the illusion of detail, the illusion of depth, high and low spots, nooks and crannies. This disruptive patterning of color makes distant units much harder to see even at medium zoom and helps them 'blend' into the background. Why is the environment suddenly blandly colored by comparison when on max zoom? The plain coloring is the root of the problem."
    Last edited by Bouben; Dec 14 2012 at 09:34.

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