Helmut_AUT Posted July 27, 2009 Posted July 27, 2009 Sorry for the maybe dumb question, but I searched here and at official board, yet found no answer. What does Terraindetail actually change when set to medium or low? Number of buildings inside cities? There's a separate option "Ground Objects" so I doupt setting it to low gives an "empty" map. Does it change the mesh detail, heightmap detail or such? The geometry of the landscape itself? It seems to me that with a high number of ground objects and high res textures, it looks not any worse at LOW than at HIGH - but I get a significant framerate difference. Thanks for the help Helmut Quote
Helmut_AUT Posted July 27, 2009 Author Posted July 27, 2009 Okay, after a bit of testing around: Objectdetail determines the distance at which LODs are swapped. I assume it's the same for terrain features. Quote
malibu43 Posted July 27, 2009 Posted July 27, 2009 Sorry for the maybe dumb question, but I searched here and at official board, yet found no answer. What does Terraindetail actually change when set to medium or low? Number of buildings inside cities? There's a separate option "Ground Objects" so I doupt setting it to low gives an "empty" map. Does it change the mesh detail, heightmap detail or such? The geometry of the landscape itself? It seems to me that with a high number of ground objects and high res textures, it looks not any worse at LOW than at HIGH - but I get a significant framerate difference. Thanks for the help Helmut I've always had a hard time telling, but I think it does change the heightmap detail or something like that. Fly nap of the earth over europe on low and then switch to high. I think I see difference... Quote
+Stary Posted July 27, 2009 Posted July 27, 2009 Malibu is right I think. Heightmap resolution and the use of _hm.bmp files for extra amount of detail; clearly visible on Israel2 by Gepard Quote
+PureBlue Posted July 27, 2009 Posted July 27, 2009 How about this section in the terrain_data.ini: [HeightField] DetailScale=20.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 This is from Israel2. In contrast I have DetailScale=10.0 for Anatolia. (This is from WOE 4 seasons) And the Stock GermanyCE_data has 1.0. Any idea how this effects the terrain? Plus there is this unknown: [HeightOffset] NonTexturedMesh=-10.0 TexturedMesh=-5.0 DetailedMesh=0.0 LowDetailMesh=-1.0 WaterMesh=0.8 I wonder if we could enhance the game by changing these values. Quote
+Stary Posted July 28, 2009 Posted July 28, 2009 [HeightField] DetailScale=20.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 these values apply to the ground shader normalmap noise you see from below MaxHeight=, DetailScale= is the multiply factor of the noisenormal.bmp and waternormal.bmp normalmaps mapped on the tiles. [HeightOffset] NonTexturedMesh=-10.0 TexturedMesh=-5.0 DetailedMesh=0.0 LowDetailMesh=-1.0 WaterMesh=0.8 these apply to the far low res terrain mesh IIRC, prevents that ugly water triangles among other things Quote
Helmut_AUT Posted July 28, 2009 Author Posted July 28, 2009 Malibu is right I think. Heightmap resolution and the use of _hm.bmp files for extra amount of detail; clearly visible on Israel2 by Gepard Okay, so for flat Germany Terrain or First Eagles terrain - does height map detail actually matter? I could see it being an issue when flying over mountains... Not clear what the _nm.bmps do, if you want to explain that a bit more. Thanks for the answer Quote
+Stary Posted July 28, 2009 Posted July 28, 2009 Okay, so for flat Germany Terrain or First Eagles terrain - does height map detail actually matter? I could see it being an issue when flying over mountains... Not clear what the _nm.bmps do, if you want to explain that a bit more. Thanks for the answer No, it doesn't matter. The terrain HFD file is the one that holds the elevation data. The black&white usually 8bit _hm.bmp files are used to 1) draw the ground radar image of the tile (so you have nice rivers and mountains rendered on scope in GM mode) 2) bump the tile by the amount specified in terrain data.ini: [Texture086] Filename=germanyG-RivS3.TGA HasWater=2 HeightMap=germanyG-RivS3_hm.BMP <- name of the _hm file to use HeightMapScale=10.000000 <- amount Color=0.328488,0.374616,0.260325 SolidObjectTexture=TEROBJECT_HOUSES1.BMP AlphaObjectTexture=TER_NEWTREES1.TGA Quote
+PureBlue Posted July 28, 2009 Posted July 28, 2009 Thanks for the explanation Stary, so the HeightField is all about the noise map, not about the mesh detail or anything about the terrain/elevation model. It's true that this is all created at the beginning of terrain building in TE. Most terrains use the standard max. values, if you bump it up a level the game engine chokes big time. I was wondering how the Ground Map radar worked, because some of the rivers/lakes I had done weren't showing up correctly in the Anatolian terrain. Turns out some of the tiles, for example Sea: SR25,SR50,SG25.. didn't have HeightMap's defined. This _data is from your 4xSeasons ;) Although the stock GermanyCE_Data.ini has some of these tile heightmap values covered, some are missing from there too, the files are in the CAT but not used I think I'll see how things change after fixing this, wrench had some heightmaps uploaded too, this is a part of terrain building I'm yet to get dirty in, everyday is a new discovery Quote
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