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Thread: Ground Clutter question

  1. #1
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    Default Ground Clutter question

    Hey Tony or somebody who has the authority... Can you guys PLEASE up the draw distance for the ground clutter? The limit of 1000 just doesn't cut it. My stuff keeps popping into view suddenly and I'm not too cool with that.

    Also, second question, can you make any plant (scenery) asset into a ground clutter asset? If so, how th' heck do you do it? I tried several times but it didn't work.

    Thanks,

    Loving TRS2019!

    Dave Snow

  2. #2
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    Hey Dave, I've looked but can't find the ground clutter. Where the heck is it?
    pop pop

  3. #3
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    Quote Originally Posted by stouthm View Post
    Hey Dave, I've looked but can't find the ground clutter. Where the heck is it?
    You must have a very clean neighbourhood if you cannot see any clutter.

    Otherwise look here http://online.ts2009.com/mediaWiki/i...t_Layer_Dialog
    A member of the "Party Machine". Now if only I could remember where they are holding the party!

  4. #4
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    Default

    So I guess the answer is "NO". . . .

  5. #5
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    Thank you pware.
    pop pop

  6. #6
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    Hi Davesnow
    From memory the draw distance is, in part, set in the content itself; not sure about the maximum draw distance though. However it is set differently to other assets, in that the LOD distances are set in the material properties and not via the config or lm.txt

    Due to the performance cost of clutter effects (both the materials used, to 'fade' between LODs, and the greater object density), there is a limit on how far clutter meshes should be visible. The idea is to provide up close detail, that is removed in the distance, but likely before other more obvious objects. So for example, smaller trackside rocks or shrubs.

    These would then be mixed with other 'normal' scenery objects, which remain visible over a greater distance, so as to keep some detail in place without as much of a performance cost.

    So basically the 'clutter FX' objects should be considered 'near distance' detail objects, and you would then mix in some 'far distance' objects around them to provide some larger more obvious details in the distance when the clutter FX objects disappear. You would likely also need some 'fill' objects that help hide when the clutter FX objects disappear as well, but this would depend on which assets you are using in the Clutter Effect layer.

    That said, if you can provide an example of assets that are definitely disappearing too close, with no way to disguise this, then we can certainly take another look into it

    Regards
    Zec Murphy

    Customer Support Rep
    N3V Games (Auran)

    *Please do not use Private Messages for support. Support can only be provided via the helpdesk, or via the forums.

  7. #7
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    Quote Originally Posted by ZecMurphy View Post
    Hi Davesnow
    From memory the draw distance is, in part, set in the content itself; not sure about the maximum draw distance though. However it is set differently to other assets, in that the LOD distances are set in the material properties and not via the config or lm.txt

    Due to the performance cost of clutter effects (both the materials used, to 'fade' between LODs, and the greater object density), there is a limit on how far clutter meshes should be visible. The idea is to provide up close detail, that is removed in the distance, but likely before other more obvious objects. So for example, smaller trackside rocks or shrubs.

    These would then be mixed with other 'normal' scenery objects, which remain visible over a greater distance, so as to keep some detail in place without as much of a performance cost.

    So basically the 'clutter FX' objects should be considered 'near distance' detail objects, and you would then mix in some 'far distance' objects around them to provide some larger more obvious details in the distance when the clutter FX objects disappear. You would likely also need some 'fill' objects that help hide when the clutter FX objects disappear as well, but this would depend on which assets you are using in the Clutter Effect layer.

    That said, if you can provide an example of assets that are definitely disappearing too close, with no way to disguise this, then we can certainly take another look into it

    Regards



    Thanks for the clarification.

    Dave

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