+ravenclaw_007 Posted July 9, 2008 Posted July 9, 2008 (edited) i changed in the high detail option the DetailMeshSize to a value between 15 and 20 to get the effect i want [HighDetailOption] HorizonDistance=200000.0 DetailMeshSize=15 DetailLevel=1 WaterEffect=2 NoiseTexture=1 MaxTextureRes=2048 unfortunately this settings have some side effects i dont like , as soon as i climb through the clouds my clouds disapear in a square shape for a short time as soon as i have reacht a certain hight everything is back to normal this square appears with a setting above DetailMeshSize=6 and the size off it dependence on the setting does anybody have an idea how to fix that or minimize the side effect pictures were made with a setting of 15 Edited July 9, 2008 by ravenclaw_007 Quote
+Fubar512 Posted July 9, 2008 Posted July 9, 2008 In changing the horizon distance, you've effectively changed the sky rendering distance, that is, the area over which clouds will be displayed. You've also introduced clipping. These are the values I use: [HighDetailOption] HorizonDistance=99000.0 DetailMeshSize=6 DetailLevel=1 WaterEffect=2 NoiseTexture=1 MaxTextureRes=2048 Along with: [FarSceneClip] FarClipDistance=200000.0 NearClipDistance=3500.0 [NormalSceneClip] FarClipDistance=140000.0 NearClipDistance=120249.97 [NearSceneClip] FarClipDistance=120250.0 NearClipDistance=1.2 You may have to set the skydistance in the environment system.ini to a value of 200000 as well, which will also force you to reset the horizon and vertex heights, as well as require you to increase the cloud (count) number for each weather level. It's almost like Algebra. What you do on one end of the equation has to be repeated on the other end UPDATE: Here's a webpage with data and graphs that you might find helpful, theoretical distance to the horizon, from varying altitudes ( in meters ): http://newton.ex.ac.uk/research/qsystems/p...hysics/horizon/ Quote
+ravenclaw_007 Posted July 9, 2008 Author Posted July 9, 2008 i did not change the HorizonDistance i changed the value in the DetailMeshSize Quote
+Fubar512 Posted July 9, 2008 Posted July 9, 2008 i did not change the HorizonDistance i changed the value in the DetailMeshSize I've been using the same values going on like 5 years now, so I wasn't sure whether the "200000" value was a default or not. Out of curiosity, what was your intent with increasing the detail mesh value? Quote
+Stary Posted July 9, 2008 Posted July 9, 2008 Ravenclaw_007, Do you managed to set the detailmeshsize to 20? I'm getting CTD setting it higher than 17, which seems to be enough to kill framerate on most computers, but also satisfying in appearance: My setting are lower than Fubar's: [FarSceneClip] FarClipDistance=120000.0 NearClipDistance=3000.0 [NormalSceneClip] FarClipDistance=50000.0 NearClipDistance=249.9 [NearSceneClip] FarClipDistance=250.0 NearClipDistance=1.2 @Fubar512 "Out of curiosity, what was your intent with increasing the detail mesh value?" -to increase tod files rendering range..? or is there any other method? And thanks for posting your values, will check them too! Quote
+ravenclaw_007 Posted July 9, 2008 Author Posted July 9, 2008 the HorizonDistance=200000.0 is not original i thing i came with some nuce mod but i changed the value and it has no effect on that square the only value sofar that has an impact on that square is the DetailMeshSize=with a value biger then 6 i started to play with this value because we have now so many goundobjects,trees,buildings,etc but they come popping up , out of nowhere , and with this setting it is much better and it looks more fluent in game then before except the side effect i have that square shape (CloudsScattered from 10000 up to 13000 feet) Quote
+ravenclaw_007 Posted July 9, 2008 Author Posted July 9, 2008 (edited) Ravenclaw_007, Do you managed to set the detailmeshsize to 20? I'm getting CTD setting it higher than 17, which seems to be enough to kill framerate on most computers, but also satisfying in appearance: yes , the highest value i was able to run is 20 but for now ihave set it to 15 because of that :angry2: square shape Edited July 9, 2008 by ravenclaw_007 Quote
+Fubar512 Posted July 9, 2008 Posted July 9, 2008 Ahhh... Sounds like an alpha object issue. There's a bit of a workaround, and that's to set "alphatestenabled" to false. Quote
+Stary Posted July 9, 2008 Posted July 9, 2008 (edited) It doesn't help. Must be related with detailmeshsize= related other way. edit: but I've tried a lot to get rid of this square doing treemods, and no luck on it yet a tought -maybe setting CullMode=NO_CULL to other values will help, but CULL, COUNTERCLOCKWISE and CLOCKWISE doesn't help either Edited July 9, 2008 by CA_Stary Quote
+Fubar512 Posted July 9, 2008 Posted July 9, 2008 It doesn't help. Must be related with detailmeshsize= related other way. As a setting in the cloud material? It doesn't work? Really? Quote
+Stary Posted July 9, 2008 Posted July 9, 2008 (edited) I was trying in [AlphaObjectTextureMaterial] in terrains data.ini Edit: No, it still doesn't work for me, when setting alphatestenabled=FALSE in environmentsystem.ini under [CloudMaterial] Edited July 9, 2008 by CA_Stary Quote
+Fubar512 Posted July 9, 2008 Posted July 9, 2008 I know that setting helped prevent alpha objects from bleeding through clouds, but come to think of it, occasionally runway surfaces (bitmaps) still bled through, and of course, that ground tile is a bitmap. I'll try it myself at "17" and see what happens. Quote
+Fubar512 Posted July 9, 2008 Posted July 9, 2008 Just tried at with the detailmesh set at 17, and: Normal Horizon Distance Far horizon Distance Far horizon distance, at low level, just to prove that my terrain is "well populated" Quote
+ravenclaw_007 Posted July 9, 2008 Author Posted July 9, 2008 Just tried at with the detailmesh set at 17, and: Normal Horizon Distance the problem is not below or on top of the clouds , it is if you pass trough them with my setting it should start by 8000 feet and the sqaure disapears by 13 to 14000 feet Quote
+Stary Posted July 10, 2008 Posted July 10, 2008 the tod files and detailmesh dissappears at around 13300 feet alt. Quote
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