Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 5 [6] 7 8   Go Down

Author Topic: WxTech's bushy palm trees, pacific and desert, shadows option; all in one  (Read 14580 times)

0 Members and 1 Guest are viewing this topic.

Mick

  • Modder
  • member
  • Offline Offline
  • Posts: 5465

... here is my Egypt bush folder, that also had wierd mat files ...  ;)

https://www.mediafire.com/file/hj3mfj5nmb5k0jb/bush.7z/file
Logged

stanislao

  • Modder
  • member
  • Offline Offline
  • Posts: 1597


 ;D ;D ;D  Thanks Wx, really a great job! I tried your palms in both scenarios and they are perfect everywhere! Both, automatically and through Static.ini.   ;)



Logged

Sikshoota

  • member
  • Offline Offline
  • Posts: 75

Thankyou very much WxTech.
Your Palm Trees certainly are a major improvement to the game visuals!

FPS Default Palms= 48
FPS with your mod = 48

Test readings taken from exact same location via static camera.

Seems pretty darned neat to me!
Your efforts are very much appreciated.

Cheers :)
Sik
Logged

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6035

I'm kicking myself for not having thought to do this years ago (like 2014/2015). It's fundamentally so simple a job it's stupid. Adding two square sheets perpendicular to each other, and providing opposite surfaces, for just four sides and eight polygons.

Actually, why *no one* twigged onto it is kind of astonishing. Untold hours have been expended by so many to make up whole new objects (some fictional!), while an easy fix to an existing deficiency in a rather important element had to await stumbling onto for so many years.

And it's not like this is some radical concept. Already there are tree/bush objects built using this very technique! ;)

To mount my soapbox again, for a moment. I really wish there was more effort given to improving existing deficiencies. For example. Many objects lack shadows. Others at the longest range LOD have roofs placed at ground level and hence flicker. (Similarly, many damaged structures with exposed floors flicker at long view distance.)

A project could identify what needs redress, and the work apportioned among a group of willing modders. Many hands make light work, as they say. I'd be game.

Alright, I'm back down from my soapbox. ;)
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

greybeard

  • Modder
  • member
  • Offline Offline
  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"

Alright, I'm back down from my soapbox. ;)



Well, how they say: "To Be Heard, You Must First Speak Up"!

The problem is always the same: those who are capable of doing it are often more interested in building flying saucers, inserted in the context of the Second World War, than improving the existing stuff. Patrollers of the American coasts (these latter not mapped in IL-2, and in any case devoid of war activity during the Second World War), biplanes to hunt pirates, Romanian bombers ... There is everything! Fortunately there are some people who are dedicated, let's say, to reality. One of these is you! And it's already a lot! ;)
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.

greybeard

  • Modder
  • member
  • Offline Offline
  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"

I'm getting on both Sands of Time and MTO maps this kind of palms:



instead of these:



Environment is UP3RC4 (not tested other maps or environments). What am I doing wrong? :-[
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6035

Doing nothing wrong, Giuseppe. The map makers obviously didn't want to use only the stock desert palms, and therefore used stock pacific palms instead.

On the MTO map I find both types in use.

To rectify that, one would have to use the unlocked FMB to replace the unwanted palms with the desired ones, making therefore an updated actors.static.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

greybeard

  • Modder
  • member
  • Offline Offline
  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"

Understood, thanks.
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.

ChicagoFire1

  • LilNextGen
  • member
  • Offline Offline
  • Posts: 52
  • Nice to meet everyone

Hello there,

These trees are pretty good, but this might be a beginner question:

How do you install these trees into the game?

Many thanks if someone could help me,

Salutes, Chicago.
Logged

Mick

  • Modder
  • member
  • Offline Offline
  • Posts: 5465

... you just put it in your Mods folder, or whatever it is called in your game version ...  ;)
Logged

ChicagoFire1

  • LilNextGen
  • member
  • Offline Offline
  • Posts: 52
  • Nice to meet everyone

Many thanks for the quick response Mick.

Salutes,Chicago
Logged

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6035

I went through Redko's MTO map re-work in the unlocked FMB and changed all pacific type palms to the desert equivalent. At least, I hope I haven't missed any. ;)

Here's the new actors.static for Redko's MTO map (has lots of more appropriate desert type buildings):

https://www.mediafire.com/file/gh52uaka249eqm8/MTO_map_palm_tree_fix.7z/file
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)
Pages: 1 ... 3 4 5 [6] 7 8   Go Up
 

Page created in 0.037 seconds with 27 queries.