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#1 |
![]() Join Date: Jan 2008
Location: Connecticut
Posts: 107
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"grass" as trees?
Everyone knows how the rendering system im BF2 does not allow grass/small bushes to appear after a certain distance, but, would it be possible to import the grass as a 'tree', so it renders at an infinate distence, but loses detail over distance? On archer, we have infinite rendering grass, but i dont know if thats in the method above.
Is this possible? Would it be too laggy? |
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#2 |
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PR Art Team
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Re: "grass" as trees?
You mean grass as overgrowth? I believe that technique (if I may call it that) is already used, yes
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#3 |
![]() Join Date: Apr 2007
Posts: 717
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Re: "grass" as trees?
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#4 |
![]() Join Date: Aug 2007
Location: calgary,ab,canada
Posts: 929
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Re: "grass" as trees?
asked rhino, but he said it would lag too much.
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#5 |
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PR Mapper Team
![]() Join Date: Nov 2005
United States of AmericaLocation: Los Angeles
Posts: 1,671
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Re: "grass" as trees?
Well think of how many trees are used to cover and area (overgrowth) now 50x that to get grass
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![]() Current projects : Korengal Valley Locked Gates & Doors Feyzabad, Afghanistan |
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#6 |
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PR Operations Lead
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Re: "grass" as trees?
we already use "overgrowth, undergrowth" as such we call it but its used in blocks of 50 and 100 meters and requires it to be placed on flat terrain.
"overgrowth, undergrowth" can not fully replace undergrowth. |
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