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Author Topic: RELEASE CARSMASTER GRASS v.1.0  (Read 23045 times)

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shardana

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #72 on: April 26, 2021, 01:24:40 AM »

Thank you Monty!!!! I just can't believe what this comunity can achieve thanks to people and masters like you! Nice to have old friends like you on the site!
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carsmaster

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #73 on: April 27, 2021, 01:47:38 PM »

In work  CARSMASTER GRASS v.2.0




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Ranwers

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #74 on: April 27, 2021, 01:53:23 PM »

Carmaster - how about shadow ?
It is possibly ?
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carsmaster

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #75 on: April 27, 2021, 01:55:17 PM »

Carmaster - how about shadow ?
It is possibly ?

about shadow GRASS ?

There is no “self-shadowing” technology in IL-2.
From this it follows that there will be no grass shadows on the grass itself.
There is no point in making a shadow on the ground (like all objects in the game):
1.the ground is not visible behind the grass
2. Have not yet come up with a computer that can process the shadows from grass to the ground.
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WxTech

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #76 on: April 27, 2021, 02:32:20 PM »

The shadow of objects like planes and buildings cannot be cast upon other objects, including this grass object.

In my own adaptation of the first release, the smaller number of individual texture strips allows the underlying terrain and object shadows to come through. This is a contributing reason for my preference for a thinner, more 'patchy' grass. And I think that allowing the runway and airfield textures to be partially seen contributes to a generally less harsh contrast between grass and no-grass, leading to better blending.

A little later today I'll release (and post here) my variation on the original release. At least you'll see in action my thinking on the matter of subtler,  more blend-friendly carpets.  ;)
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Ranwers

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #77 on: April 27, 2021, 03:07:40 PM »

about shadow GRASS ?

No - shadow of plane.

I testing some variants of your mode and I have this effect:



I add a little trick - if you want I can explain it.
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shardana

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #78 on: April 27, 2021, 04:32:19 PM »

You guys are just incredible...
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WxTech

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #79 on: April 27, 2021, 06:30:56 PM »

OK. Here's my adjusted version:

https://www.mediafire.com/file/vlitl6xvwn0879v/CARSMASTER_GRASS_v.1.0_WxTech_treatment.7z/file


From the very brief readme file included:

With thanks and appreciation for Carsmaster's continued pushing of the envelope, here's my variation on a theme, with four main aims in mind:

1) Improve frame rates by reducing the polygon count, principally via the elimination of the few additional layers that were utilized in some .mat files, as well as by introducing the use of MipMaps as set in the .mat files.

2) Eliminate the 'scintillation' resulting from high resolution textures being undersampled, by introducing the use of MipMaps as set in the .mat files.

3) Make for a better transition with view distance, by introducing transparency that varies as the view distance.

4) Reduce the density of the grass 'carpet' so as to be able to see the underlying textures to a certain degree, as well as to permit object shadows to show through.


As always, free to use without restriction, naturally.

WxTech
Apr 27, 2021
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carsmaster

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #80 on: April 28, 2021, 03:37:03 AM »

about shadow GRASS ?
I add a little trick - if you want I can explain it.
Describe your "little trick" here, your settings.
The community will appreciate it.

EDIT POST:
I certainly have my "little trick".
This is to make the grass objects NOT "House", but "Plate",
then there will be a shadow on them. As on the default runway, as it is "Plate".
But this is not the most important thing for me yet, the main thing is to make the grass itself more realistic.
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Ranwers

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #81 on: April 28, 2021, 06:49:15 AM »

Here: https://www.mediafire.com/?0q7a6k400wuwc8d

1) This mod is for all ground stripes (all maps, all missions)
2) Only for test (not working properly lods etc.)

Carmaster please look in to mat files and tga files (alpha chanel) then you can know what was changed

I think that You and WxTech can do much better this version.

Regards



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stanislao

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #82 on: April 28, 2021, 07:14:14 AM »


 ;D   I am delighted! Now thanks to the modifications of WxTech the magnificent work of Carsmaster has perfectly adapted to the medium power of my video card! The glare disappeared, the chromatic deformation disappeared, the jerkiness in the transaction of the subsequent transaction plans disappeared during the taxiing on the runway! This is yet another demonstration that thanks to the collaboration of all fans we can reach absolutely delicious levels of realism! A CAPITAL THANK YOU to all of you!

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carsmaster

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #83 on: April 28, 2021, 08:18:48 AM »

1) This mod is for all ground stripes (all maps, all missions)
2) Only for test (not working properly lods etc.)
Many thanks to Ranwers.
As I expected, you transferred the grass to the "Plate" objects,  from this of course there was a shadow from the plane on the grass. But this is not a priority task yet. You can convert grass to Plata objects at any time.
But I plan on using slightly different mesh principles for my default runways. So far, this is only in the next plans. Now my main task is to get rid of the sharp, scary tufts of grass.
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