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Persian Gulf Map Mod Request.


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I've been trying to mess with lua files and dds files to get rid of these bushes, but I just can't figure it out. The bushes look fine, they just pop up at a very close range and it looks terrible with a moving vehicle. They don't seem to be considered "grass" so you can't get rid of them with that setting. I'm going to keep trying, anyone know of an easy way to get rid of these?

 

 

Thanks.

 

 

 

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I reckon this one is non-fixable from our end, the most likely place this would have been controlled from would be the terrain.cfg.lua, but unfortunately in the Gulf map the file is on lockdown (terrain.cfg.lua.dll.crypt) only way is for ED to take a look at this.

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I might make a video of them popping up as you move, to show ED, it definitely causes a performance hit(stutters)as you taxi, why can`t they make them part of the tree draw cells instead of a short radius draw in front of the vehicle?

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I would much rather wish to increase their radius around me, so that they do not pop in so distinctively. would gladly have them 10nm around me..

 

 

so +1 would love to have an editable setting for them! espacially since low level flying is such amazing fun now.

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I don't own PG map, but would love to have control of these items as well... to get rid of completely idiotic stones scattered all over airfield facilities on Normandy map :D. They seem to be rendered the same way as the bushes above, thus being "immune" to clutter option slider as well.

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I found a little tweak that makes it much more easy on the eyes. In the graphics.lua you will find the following lines under the Terrain section.

 

 

distancFactor = {

Low = 0.65;

Medium = 0.65;

High = 0.65;

Ultra = 0.65;

Extreme = 0.65;

 

 

High was set to 1.0, Ultra was set to 1.2 and Extreme was 1.5. I changed the settings to the above numbers and the visual distance didn't change much but the pop-in is now very gradual. The plants kind of grow slowly out of the ground at distance and don't just pop up instantly.

 

 

It took an hour or so of testing to come up with .65 as a perfect visual number.

 

 

I assumed this was for rendering the terrain, itself, but I didn't see any difference other than the weed popping. I am much more satisfied with this solution than default.

 

 

Thanks, everyone, for the input.

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I found a little tweak that makes it much more easy on the eyes. In the graphics.lua you will find the following lines under the Terrain section.

 

 

distancFactor = {

Low = 0.65;

Medium = 0.65;

High = 0.65;

Ultra = 0.65;

Extreme = 0.65;

 

 

High was set to 1.0, Ultra was set to 1.2 and Extreme was 1.5. I changed the settings to the above numbers and the visual distance didn't change much but the pop-in is now very gradual. The plants kind of grow slowly out of the ground at distance and don't just pop up instantly.

 

 

It took an hour or so of testing to come up with .65 as a perfect visual number.

 

 

I assumed this was for rendering the terrain, itself, but I didn't see any difference other than the weed popping. I am much more satisfied with this solution than default.

 

 

Thanks, everyone, for the input.

 

Those settings control the distance of the buildings/trees/structures all around the player, it doesn't affect the draw distance of the grass and rocks.

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You are right, as I said, the distance really didn't change. However, the severity of the pop-in for this foliage changed dramatically.

 

 

It's the difference between an instant pop-in and a gradual fade in.

 

 

Try it, you will see the difference.

 

 

Remember this has to do with ground ops, nothing to do with flying.

 

 

 

 

There is something broken in this system. My changes shouldn't work like this, but they do.

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  • 1 year later...

And by modifying MIPMAPS of the bushes textures, with less and less opacity for lower mipmaps ? Perhaps they will appear smoothly, fading instead of popping ? Will give it a try.

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  • 7 months later...

or get rid of them as they dont add anything ......

 

 

delete small_bush.ref and small_bush_group.ref from

 

 

 

dcsworld/dcsworldopenbeta/mods/terrains/persiangulf/surfacedetails

 

 

 

just as you can delete the ugly aircraft models (static ones) in pg and nellis ...

 

 

delete Aircrafts from

 

 

 

dcsworld/dcsworldopenbeta/mods/terrains/persiangulf/models

 

brgds maks

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