Open bchawke opened 9 years ago
I don't know a hole lot about models so ill have to ask. I was always told this is a bug in the engine where objects not loaded as part of the map render different.
I'll ask
Modelling the stash object with the latest resolution lod would make the object invisible at distance, balancing the lack of clutter rendering
*blank latest resolution lod
I have a couple of models guys looking into this see if we can do anything about it
looking good coftSock
If it ends up working as intended, this'll be great.
That looks great! Definite improvement.
hey that's really well done. nice job!!
is there also a way to have the tent fade in at the same rate as the tree to eliminate that "pop" the tent does when it renders in?
it could be improved to remove the pop, but there really is no variable for when it should render in compared to the tree. it all depends on settings, GPU and current object load. The main thing i was looking for when i did this test was to get it relatively close and make it render out at distance
Again, due to my lack of coding knowledge, I have no idea whether this is possible or not but if it is I think it could really improve game play. The main reason tents are nearly useless in DayZ mod is because they, like certain other objects in the world, have an incredibly long render distance compared to tree branches/leaves, bushes, and grass. You can place a tent in a well hidden spot between three trees but anybody in an aircraft or with binoculars or a sniper scope can spot it easily from a mile away because parts of the tree don't render but the tent is there pain as day. Same thing for stashes, though to a lesser degree because they are lower to the ground.
I was wondering if it would be possible to set the render distance on tents to the same value as bushes/tree branches and stashes to the same render distance as grass. It may not be 100% realistic but it only makes sense that it would be incredibly hard to spot a well hidden stash through grass from a long distance. This would sort of be a compromise due to ArmA 2 rendering limitations (much like how players sink into the ground at distance to simulate grass past it's rendering distance).