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Ilmoita käännösongelmasta
The engine simply has a much easier time optimizing trees and such when they're baked in the terrain itself rather than when they're treated as separate objects.
I would turn all of your mods off except for this one and then check if the problem persists. If it does, try uninstalling and reinstalling this mod. If the problem still sticks around, I can look further into it.
https://steamuserimages-a.akamaihd.net/ugc/2274943441922909309/8060C1E9EBFEE82DB4E0E090FB635125DA83A6A4/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Any ideas or experience with it? It could be a conflict im not aware of.
Uzbin farmlands are immersive as hell.
thank u!
The Github link is now available in the description for anyone who feels like reverse-engineering, modifying, or contributing to this mod.
Tried merging the mission files, but alas; They are permanently floating.
When the trees are scaled down too much, they do not stay on the ground properly due to their center being offset. This is not fixable without performance impact, so the solution is just to not scale the trees down too much.
Let me know if you still need assistance!
So, to go along with the example you've given, something like this should work for a 50x50 area with 0 rotation:
private _moduleGroup = createGroup sideLogic;
"Lushify_ModuleScale" createUnit [
getPosATL player,
_moduleGroup,
"this setVariable ['TreeScale',1.5,true]; this setVariable ['BushScale',1.5,true]; this setVariable ['objectarea',[50,50,0,false,0],true]; this setVariable ['BIS_fnc_initModules_disableAutoActivation', false, true];"
];
https://steamproxy.net/sharedfiles/filedetails/?id=2382110181
private _moduleGroup = createGroup sideLogic;
"Lushify_ModuleScale" createUnit [
getPosATL player,
_moduleGroup,
"this setVariable ['TreeScale',1.5,true]; this setVariable ['BushScale',1.5,true]; this setVariable ['BIS_fnc_initModules_disableAutoActivation', false, true];"
];
So, for that reason, it does not appear that this will work in MP in the near future, unless BI releases a more multiplayer-friendly way to scale objects.
It's possible that AI are detecting you for reasons other than visual -- but if you're certain they're actually seeing you through the larger trees improperly, I'm afraid there's not much I can do about it due to the limits of terrain object scaling.
@The Burger King Thank you!
@Raavolk Hello, unfortunately that is a known issue that I cannot do anything about currently. Terrain objects can not be repositioned, so the only way to fix their Z offset is to replace them with simple objects, which has a heavy performance impact. I'm looking into ways to get around this.
It is very nice that we can not only increase but also decrease vegetation scale. However, the trees are popping in the sky, as the scale center is at the middle of tree and not at its roots. I don't know how you could correct that but it could be cool to simulate young forests.
@Rimmy I will neither c