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jlmach5

Ground clutter vs. Object placed clutter

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Greetings.

I was looking at the setup for auto-ground clutter. Does placing ground clutter items with X-Cam or Map Builder make a change in performance when a map is full loaded in game? I was wondering mainly because it would seem easier to place clutter that way instead of worrying about making a mistake in the clutter script.

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I tried making a Finnish terrain Im making more dense like it is in real, but the performance did get worse, but for an example you have specific place you wanna have more clutter, could work performance wise. Try it, you will notice it start dragging.

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Greetings.

I was looking at the setup for auto-ground clutter. Does placing ground clutter items with X-Cam or Map Builder make a change in performance when a map is full loaded in game? I was wondering mainly because it would seem easier to place clutter that way instead of worrying about making a mistake in the clutter script.

Clutter that is placed vis cfgSurfaceCharacters disappears at a distance defined by the config.cpp. Placing clutter via X-cam or just as objects in general will not allow the objects to disappear at that range which means they will always be visible. Additionally, clutter placed via the cfgSurfaceCharacters will fall down when a unit crawls over it (I think) or a tank rolls over it. I'm not sure if clutter placed via object will do that. The main point is that clutter is normally placed via cfgSurfaceCharacters for a reason.

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Thanks for the reply Jakerod, and thanks for the excellent tutorials.

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