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Author Topic: RELEASE CARSMASTER GRASS v.1.0  (Read 23036 times)

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stanislao

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #36 on: April 21, 2021, 07:39:32 AM »


 ;D    ;D     :D   Excellent addition DESPEREAUX ! Your first version is perfect for my PC! The annoying flicker has disappeared and the colors of the grass have become absolutely natural! The second version with the thicker grass instead brought back the glimmer and the unnatural color.
Thanks for your contribution you and Carsmaster made me happy!    ;)

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PO_MAK_249RIP

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #37 on: April 21, 2021, 08:15:17 AM »

Hi DESPEREAUX your versions work great for me so no need for me to delve further. My .mats dont open as text files just as Microsoft Access Tables with no text at all? Woild send a screenshot but on tablet at mo.
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DESPEREAUX

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #38 on: April 21, 2021, 08:56:58 AM »


 ;D    ;D     :D   Excellent addition DESPEREAUX ! Your first version is perfect for my PC! The annoying flicker has disappeared and the colors of the grass have become absolutely natural! The second version with the thicker grass instead brought back the glimmer and the unnatural color.
Thanks for your contribution you and Carsmaster made me happy!    ;)


In the first version, I changed the mipmap value and removed the layers, as WxTech advised, and in the second, I didn't change anything except textures. ..
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DESPEREAUX

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #39 on: April 21, 2021, 09:02:48 AM »

Hi DESPEREAUX your versions work great for me so no need for me to delve further. My .mats dont open as text files just as Microsoft Access Tables with no text at all? Woild send a screenshot but on tablet at mo.

Just set the application for this file.


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DESPEREAUX

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #40 on: April 21, 2021, 10:19:29 AM »


 ;D    ;D     :D   Excellent addition DESPEREAUX ! Your first version is perfect for my PC! The annoying flicker has disappeared and the colors of the grass have become absolutely natural! The second version with the thicker grass instead brought back the glimmer and the unnatural color.
Thanks for your contribution you and Carsmaster made me happy!    ;)

Here's the third option. (first and second together ..)
It is less demanding on FPS.
https://www.mediafire.com/file/a0zii8sxpkqql5j/!!!_Light_CARSMASTER_GRASS_v.1.0_x256_1Layer.7z/file
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-=MaD=-

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #41 on: April 21, 2021, 10:27:58 AM »

I really like this community! Thank you all!

Gesendet von meinem SM-N975F mit Tapatalk

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stanislao

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #42 on: April 21, 2021, 11:01:06 AM »


 :D    Thanks to Carsmaster for this amazing mod and also thanks to Despereaux for letting me get around my obstacles! The third version also works without glitter and with the right colors! I still have a slight problem related to a slight jerkiness in the moving image of the runway, that is not in the general image but only in the subsequent positioning planes of the grass that goes from light to slightly darker in a jerky way as you proceed in taxiing on the runway.

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Mission_bug

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #43 on: April 21, 2021, 11:33:27 AM »

Thank you very much for the updates guys, really appreciated. 8)

I have not tried, or downloaded them all yet, however, I can verify that with the first batch of changes I also have a steady 60 fps. ;)

The changes might not look quite as pretty as the originals but I will settle for having this wonderful mod usable.

Take care and be safe.

Wishing you all the very best, Pete. ;D
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WxTech

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #44 on: April 21, 2021, 12:16:51 PM »

A bunch of comments:

First and foremost. Thank you very much, Carsmaster, for continuing to push the limits!

Second. Thanks, Despereaux, for jumping in with alternate versions to help those having lesser computers. You beat me to it!  ;)

Third. My approach in utilizing varying transparency by LOD is to make for something of a transition in appearance. For two reasons:
1) So that at the farthest visible distance the grass doesn't suddenly pop in or out of visibility like a switch being thrown.
2) So that when the grass is placed against differing landscape or runway textures it doesn't stand out too strongly at farther view distance.

By the foregoing, I'm saying that the grass structured as first presented is basically fine when used against a particular set of terrain and runway textures. When tuned for appearance against one particular, underlying texture set, it can be jarring when used on some other rather different underlying textures, in one or both of tone and hue.

Fourth. (And this will be a long one.) I played with the lighting parameters in the .mat files (Ambient and Diffuse) so as to find some reasonable consistency in general appearance against the terrain/runway as the Sun elevation changes. It can't be perfect because of the combination of the textures being flat planes and that the surface normals aren't optimized for this fact of the flat-plane simplifying of complex objects.

Take the flowers, for example. Let's for simplicity assume all their textures are exactly vertical (they're close enough to that right now), being a flat sheet standing on edge. The surface normals for the 4 corners are thus oriented horizontally, perpendicular to the face. This is the case for both sides, with the opposing normals pointing in opposite directions.

Let's follow what happens to the object lighting as the Sun varies in elevation, for a texture facing east. The lighting will be strongest when the Sun is on the eastern horizon, at sunrise. That's because the surface normals are pointing directly at the Sun. As the Sun climbs, the lighting decreases immediately, and continues to a functional minimum at noon, when the Sun is in plane with the east-facing side. From there until sunset the lighting remains minimal.

Now here's the thing. A real plant is not a flat plane. It has surfaces in a variety of orientations. And so if we look at one side all day we never find that the plant will be darkest when the Sun is highest in the sky! Indeed, to a general approximation we find a not large change in overall illumination throughout the whole day.

How do we work around that here? By NOT making the surface normals perpendicular to the polygon faces!

For example. Here's both facese from a 2-sided, 4-corner, 15m x 15m forest face I have in my objects:

0 -15 0 0.342 0 0.9397
0 15 0 0.342 0 0.9397
0 15 15 0.342 0 0.9397
0 -15 15 0.342 0 0.9397

0 -15 0 -0.342 0 0.9397
0 15 0 -0.342 0 0.9397
0 15 15 -0.342 0 0.9397
0 -15 15 -0.342 0 0.9397

A naive (and incorrect) approach with surface normals in the usual perpendicular orientation would be:

0 -15 0 1 0 0
0 15 0 1 0 0
0 15 15 1 0 0
0 -15 15 1 0 0

0 -15 0 -1 0 0
0 15 0 -1 0 0
0 15 15 -1 0 0
0 -15 15 -1 0 0

What I'm doing here is radiacally altering the normals so that instead of pointing horizontally, they're pointing almost straight up, just 20 degrees from vertical. This ensures that lighting of this forest object will be generally highest when the Sun is highest, but with still some emphasis on that side facing the Sun. This works beautifully, considering the severe limitations of the object simplicity.

I'll look at this situation for the flowers, and see if I can easily apply such alterations via a spreadsheet. (I don't have any proper 3D software.) The grass doesn't need this treatment because the polys are already tilted a lot, thus making for reasonably good lighting characteristics.
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carsmaster

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #45 on: April 21, 2021, 12:24:45 PM »

A bunch of comments:
There is no doubt that in the ideal case, for different surface textures, you need to create your own grass textures.

To clarify, HIGH POLYGON flowers use triangular double-sided polygons.
LOW POLYGON = one-sided triangular polygons.
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PO_MAK_249RIP

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #46 on: April 21, 2021, 09:40:32 PM »

Thanks DESPEREAUX i cant believe i didnt think to do that, prob cause always thought .mat file were just empty and uneditable. What a schmuck ;D
Thanks to everyone involved this is an amazing mod - would look good in FSX!!!!  :P
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SAS~tsisqua

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Re: RELEASE CARSMASTER GRASS v.1.0
« Reply #47 on: April 21, 2021, 10:34:57 PM »

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

DESPEREAUX!
Absolutely the perfect version for my card. I thank you so much for this reworking. I never thought I'd be able to see this on my machine!
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