IMPORTANT: If you've already obtained any prior version, this is the one you want. And the only one I'm making available, for simplicity. It contains both the pacific and desert themed palms, with or without shadows.#################################
Coconut palms on New Guinea.
Desert 'date' palms on the MTO map.
Get it here:
https://www.mediafire.com/file/tojgit45zfvbfy1/00_WxTech_bushy-palms_lo-rez.7z/file
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From the included readme:
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Bushier palm trees, not super resolution (but quite adequate), for both pacific and desert maps, WITH OR WITHOUT shadows. These replace the basic stock palms that were first introduced.
This mod expands upon my earlier fps friendly palm tree mod. It does result in an fps decrease, as expected when adding extra elements. Depending on your computer's capability, this may or not be satisfactory.
This mod does four basic things:
1) Perhaps most importantly, it fills out the fronds with simple textures, to give a fuller, more realistic appearance. This involves only 8 additional polygons per tree!
2) Keeps frame rates from dropping as much as otherwise via:
- slimming down the meshes by omitting the formerly highest LOD, going from 4 to 3 LODs.
- Removing the collision boxes.
3) While the same 3-D model is used, and the coconut palm is the type most closely represented, different textures give a decent enough impression of a desert type palm. These files are named like this: *_d.tga, the "d" meaning "desert" or "date".
4) Re-colors the textures so that better blending into the general terrain is achieved. Judicious LOD distances in the mesh files were set so as to further this aim.
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Includes versions of the meshes either with shadows or without shadows. You will find the shadows-based version in the sub-folder [\Meshes WITH shadows].
Also in a dedicated sub-folder, [\Meshes NO shadows], are the meshes having NO shadow vertices/faces.
The default set of meshes supplied in the [\Palms] folder are those WITHOUT shadows.
You can simply copy files from the appropriate folder and over-write the files in the \Palms folder. In this way you can easily enough to choose or reject shadows, depending on the map's palm tree density. Just remember that after any such change the game must be restarted.
This means you do not have to edit static.ini by adding the parameter "IgnoreShadowData" for each of the palm tree entries.
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Included are versions of the textures for the coconut palms having a lighter hue, in sub-folder [\Lighter coconut textures]. Not all maps are on the dark side, and for lighter maps the default coconut textures can seem awfully dark indeed.
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With no collision boxes present, you cannot collide with these palms (just like you can't for the so-called pop-up trees). Nor can they be destroyed. But that's not a bad thing. It used to be annoying when bomb blast would set a million of these things on fire; that really doesn't happen.
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If you find frame rates slower than you prefer, you can fiddle with the LOD values near the top of the meshes. You can view and edit the meshes with any text editor. Just be sure to not alter the file name or extension (.msh)! Note this string of characters: "//40 70 170 800". These are the stock LODs, the smallest value applying to the now deleted highest detail LOD. The other three numbers can be compared to the active values preceding. You could try altering these to match the old stock values. If you try changing a value, type it ahead of the current one, add one or more spaces, the type "//"; these characters signify a 'remark' that the game ignores when reading the file. For example, if you want the intermediate LOD to pop into view closer, you might have this:
100
300 //400
700
//40 70 170 800
The new value of 300 means the middle LOD of the three appears when within 300m instead of 400m (this changes based on the FOV.) By 'REMing' out the old value with "//", you still have it handy to go back to if you don't like your alteration.
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The file names decoded.
A/B - coconut/date
g/s - group/single
1/2 - two different variations
For example, LiveAg1.msh constructs a coconut type, group of trees, variation 1.
LiveBs2.msh constructs a date type, single tree, variation 2.
The .sim files merely point to the mesh to use. You could use any other mesh you care to. For instance, LiveBs2.sim could point to "Mesh LiveAg2"! In this fashion you could trim down on palm tree numbers by turning groups into singletons. Quick and easy!
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Enjoy!
WxTech
April 27, 2020
Anyone may use this work for any purpose, without restriction.