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Author Topic: RELEASE CARSMASTER GRASS v.1.0  (Read 23035 times)

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SAS~tsisqua

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #24 on: April 20, 2021, 11:46:49 PM »

For those not in possession of a Cray supercomputer...

I just installed, and within 5 minutes made a big improvement.

As I suspected, the 'shimmer' is due to the .mat files having tfMipmap 0.

I made EVERY .mat file entry read as tfMipmap 1. Including those files employing 2 or 3 layers.

This gets rid of the 'shimmer' and makes for a more organic appearance.

But better still!...

Where at first my FPS was as low as 4 (!!!), now it's shot up to a minimum of 55. Yay!


Well, THAT certainly made a difference! Glenn, you genius!! :)
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WxTech

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #25 on: April 20, 2021, 11:59:21 PM »

Now my minimum FPS is 73, up from the 55 in the previous post.

I deleted the extra layers in those few .mat files having more than just one. This is likely the major cause for an additional, near 20 fps gain.

I also tweaked the transparency for nearly all .mat files.

For the grass (runway and taxiway), in order of increasing LOD (decreasing file size):
0.85
0.7
0.5
0.3

For the flowers, in order of increasing LOD (decreasing file size):
1.0 (unchanged)
0.85
0.7
0.5

The foregoing makes for a better fading in and out of visibility. Really advised when the underlying terrain tile or airfield texture tone and/or color is fairly different.


I also adjusted the lighting parameters, to get better behavior with changing Sun elevation.

For the grass .mat files:
Ambient 1.0
Diffuse 0.5

For the flowers:
Ambient 1.0
Diffuse 0.7


For the textures in the RunwayGrass folder, I adjusted the 'bavkground' stuff surrounding the leftmost grass tuft. I made it darker, principally. Because otherwise the transparency mask was letting through some of the lighter non-grass stuff, resulting in a kind of 'halo' glow along the blade edges.


Finally, I made all .mat file values for AlphaTestVal equal to 0.1.
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carsmaster

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #26 on: April 21, 2021, 04:17:23 AM »

Now my minimum FPS is 73, up from the 55 in the previous post.
If this resulted in a better appearance and increased FPS, then that is very good.
Improvement, changes (for the better) are only welcome.
Improvements for weak computers are welcome. I will only be glad.

But here everyone can show their talents and be creative.
For this I laid out the PaintKit, so that people would draw their own grass and flowers.

Decreasing the value to Ambient 1.0 results in a dark grass effect and mutual shadows appear on the grass polygons.
In my opinion, this is bad and ugly. Polygon corners appear. Ambient values greater than 1.0 (max 2.0) lead to a positive effect of mutual illumination of the grass (one polygon illuminates the other). But this leads to undesirable lighting effects at different positions of the sun above the horizons.
Nothing can be done about this yet. IL-2 has poor flexibility in lighting settings.


Although removing the rendering of the second layers increases the FPS, it decreases the saturation of the grass.
This must be taken into account.

Although I understand that many more people have weak computers.
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DESPEREAUX

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #27 on: April 21, 2021, 04:37:24 AM »

Hello Сarsmaster!
Great mod, thanks a lot!
But, unfortunately, on computers like mine, you won't be able to play with it normally :D
 I tried to lighten it a little, and it kind of became a little more playable for me.
If you don't mind, can I post this variant for BAT here?
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carsmaster

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #28 on: April 21, 2021, 04:52:01 AM »

If you don't mind, can I post this variant for BAT here?
Improvements for weak computers are welcome. I will only be glad.

Although removing the rendering of the second layers increases the FPS, it decreases the saturation of the grass.
This must be taken into account.

Although I understand that many more people have weak computers.
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DESPEREAUX

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #29 on: April 21, 2021, 05:05:17 AM »

Okay :)
Unpack the BAT to the root, turn it on in the mod manager.
https://www.mediafire.com/file/wuqnw6vor75ft09/Light_CARSMASTER_GRASS_v.1.0.7z/file
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DESPEREAUX

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #30 on: April 21, 2021, 05:20:24 AM »

Even with this light option, my FPS drops))




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carsmaster

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #31 on: April 21, 2021, 05:22:34 AM »

Even with this light option, my FPS drops))
Alas, you have to "pay" for beauty
Or diminish the beauty.

A year ago I had a GTX 780.
I couldn't enjoy many beautiful things.
Then a friend gave the GTX 1070

Specification of the computer on which the mod was developed and tested:
Motherboard: Asus Z97_Pro
CPU: Intel Core I7 4790K(overclock to 4600Gz)
Video card: NVIDIA GTX 1070
RAM: DDR3 32Gb
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DESPEREAUX

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #32 on: April 21, 2021, 05:47:18 AM »

Quote
Specification of the computer on which the mod was developed and tested:
Motherboard: Asus Z97_Pro
CPU: Intel Core I7 4790K(overclock to 4600Gz)
Video card: NVIDIA GTX 1070
RAM: DDR3 32Gb
It's pretty far from my PC :D :D
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PO_MAK_249RIP

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #33 on: April 21, 2021, 06:19:22 AM »

Hi WxTech will you be releasing your tweaked version? And if not how do I do what you did? Its a bit above my paygrade but i would like a go!!

Cheers
Mick

OK seems I need a .mat file viewer/editor (MATLAB?) as mine just open in MS Access Table. Any free programs out there?
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DESPEREAUX

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #34 on: April 21, 2021, 06:45:58 AM »

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DESPEREAUX

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #35 on: April 21, 2021, 06:49:13 AM »

Quote
I need a .mat file viewer/editor
Hi MAK!
These are ordinary text files, open with notepad .. Post above, already a modified version.
https://www.sas1946.com/main/index.php/topic,66444.msg727032.html#msg727032
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