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Author Topic: Invisible Trees with Forest=3  (Read 7512 times)

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decipher

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Re: Invisible Trees with Forest=3
« Reply #12 on: October 22, 2015, 10:38:11 PM »

probably i am missing something, but wouldn't it be possible to "just" replace the specific objects that turn invisible with forest=3 with fixed versions that look the same, but do show up?
like some of the mods that seamlessly replace the default hangars / buildings / gastanks / etc. with higher poly versions (more round roofs) that even use the same default textures ( i think). those will change on all maps that used those default hangars too, so maybe that's a way?

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SAS~Storebror

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Re: Invisible Trees with Forest=3
« Reply #13 on: October 22, 2015, 11:14:54 PM »

Thanks for your explanations Kiwi :)
Yep decipher, that was my first approach when I discovered this bug too.
In fact I simply took the files from a working tree and put them into the folder of the invisible treeline to replace it.
Since both were using "live.sim" as main object this should have worked theoretically.
The stunning fact is: Yes, the new (stand-in) tree shows up correctly with Forest=2, as expected, but - WTF? - it's invisible with Forest=3!
Yes, you read correctly: The very same tree, put into a folder of one of the "invisible" trees, exists two times in the objects list now, one time it shows up with Forest=3 (the original object), one time it doesn't (the stand-in replacement).

That's why I say "IL-2 does some magic trick to tree-lines, and that magic trick doesn't work with Forest=3".
Apparently it's not related to the tree meshes or textures themselves.
It's not a Java thing either, must be something deeper in IL-2's native code.

Best regards - Mike
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KiwiBiggles

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Re: Invisible Trees with Forest=3
« Reply #14 on: October 23, 2015, 11:35:33 AM »

Mike, I don't know if you've ever looked at the map editor code, but I wonder if the bug is in there somewhere?  In map editor the normal tree line object is invisible in forest=3, so the drill is to use forest=2 to place your tree lines, then when you save your edits and go in-game the 'magic' has happened and your tree line is now visible in forest=3 (with the nice 'random tree line' graphic).  Wouldn't that be the piece of java(?) that is at the root of the problem?

Tree lines placed in the mission editor remain invisible in-game in forest=3, presumably because they haven't been subject to the lines of code that do the 'magic' in map editor?  Maybe the lines of code could be put together in the mission and map editors, if the editor code is even java that is?
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Zoran395

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Re: Invisible Trees with Forest=3
« Reply #15 on: October 23, 2015, 03:29:26 PM »

I am with Kiwi on this one...
Quote
Personally, the best way I find to enjoy the game is to start with the map editor (forest=2, ironically enough, in order to hand-place tree lines which are otherwise invisible of course), then the mission builder (forest=3), and custom design every mission, including the runway, taxi and parking waypoints... even the airfield environs and elevations.  When I finally get to play in-game, the mission is guaranteed to run smoothly, even on forest=3.
I am thinking of a stamp similar to "Seen on TV" or "98% fat free", saying "Tested for invisible trees".
In the middle of an ambitious campaign transpose/rewrite/revisit on the gorgeous Karelia map, I work using "forest=2" ... and the chainsaw + bobcat! When it is published, the campaign will include map mods to, amongst other things, allow you to enjoy forest=3.
Call it "Safety in Design"   ;)
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WxTech

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Re: Invisible Trees with Forest=3
« Reply #16 on: October 23, 2015, 09:55:43 PM »

For me, using 4.08, the "line of trees" which show up when forest=2 cause a heavier frame rate hit than the so-called 'pop up' trees which are generated with forest=3 (or 4). And so I never use forest=2.

To get around the risk of collisions where unknown such trees might reside, how about altering the .msh files for the offending "line of trees" so as to disable collisions? I'll have to look at mine again to see if I actually did this... I *think* so, but I've done so many mods my memory's not reliable. ;) I do know I've done it for several other objects in order to try for a frame rate improvement, such as for the palm trees.

When such elimination of an object's collision state is undertaken, there will be a Java error in the console stating that the object is without collision. But I don't think this has any untoward effect otherwise...
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Nicholaiovitch

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Re: Invisible Trees with Forest=3
« Reply #17 on: October 24, 2015, 02:49:21 AM »

As Mike has pointed out.......many of us fly old missions online with packs like UP3 RC4 and many of these missions used the facility to build an airfield from scratch using the friction tool and HB circle so tree lines were added in abundance to create the borders and parking areas.

Those new to IL2 joining these missions online have no idea that there may be a problem with invisible trees and so rely on posts such as Mike's.....our own squad (CfC) have such posts on our forum but they date back many years. Here is one from 2011:- http://chuffysflyingcircus.net/cfcforum/index.php?topic=456.msg3083#msg3083

Clearly some of you who edit maps can help with clues to a fix (KiwiBiggles) but it would require a huge editing program to fix all the old missions that some of us still fly unless the bug can be sorted by some other means.

We really appreciate your help chaps.......perhaps with your expertise we may finally fix this.

Bounder :)
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