dpabrams Posted February 12, 2018 Share Posted February 12, 2018 Having taken a round to the turret, Stan the driver goes outside to drop a deuce. 0 Quote Link to comment Share on other sites More sharing options...
dpabrams Posted February 13, 2018 Share Posted February 13, 2018 I redid my CH Combatstick card today. 0 Quote Link to comment Share on other sites More sharing options...
Splash Posted February 13, 2018 Share Posted February 13, 2018 0 Quote Link to comment Share on other sites More sharing options...
TSe419E Posted February 15, 2018 Share Posted February 15, 2018 Some times even turret down isn't good enough. 0 Quote Link to comment Share on other sites More sharing options...
Assassin 7 Posted February 16, 2018 Share Posted February 16, 2018 Good shooting Cav 0 Quote Link to comment Share on other sites More sharing options...
TSe419E Posted February 16, 2018 Share Posted February 16, 2018 Thanks. 0 Quote Link to comment Share on other sites More sharing options...
Rotareneg Posted March 18, 2018 Share Posted March 18, 2018 Civil war ruins: Surrounded by the deadliest of foes: Wheat field ambush: 0 Quote Link to comment Share on other sites More sharing options...
daskal Posted March 18, 2018 Share Posted March 18, 2018 4 hours ago, Rotareneg said: Wheat field ambush: How do you make grass/wheat "grow" this tall? 0 Quote Link to comment Share on other sites More sharing options...
Rotareneg Posted March 18, 2018 Share Posted March 18, 2018 (edited) I didn't make the map, but when editing map themes in the map editor you can set the ground cover height up to 1 meter. For the screenshot I also set the ground cover setting to 100 in the terrain detail distance controls so the ground cover was rendered as far away as possible. Edited March 18, 2018 by Rotareneg 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted March 18, 2018 Members Share Posted March 18, 2018 This is not necessarily a good thing for the frame rate, nor does it hide you from computer-controlled units, at least not yet. 0 Quote Link to comment Share on other sites More sharing options...
Rotareneg Posted March 18, 2018 Share Posted March 18, 2018 Yeah, I only do that for screenshots I take from AARs. I use DSR (a nVidia feature that lets you use higher resolutions than your screen natively supports) to run SB at 4k and position the camera with the graphics turned down. When I've got the shot lined up I turn everything up for the actual screenshot. Then I use GIMP to remove the camera facing in the top right corner (the ALT-H function doesn't work when viewing an AAR.) Finally I load the image in Lightroom to adust brightness, saturation, white balance, etc. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted March 19, 2018 Share Posted March 19, 2018 Ah so in other words it looks nothing like the in game view? 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted March 19, 2018 Members Share Posted March 19, 2018 Well, it could almost look like that if you were willing to tolerate a low frame rate. This is about pretty screenshots, after all. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted March 19, 2018 Share Posted March 19, 2018 (edited) 1 hour ago, Ssnake said: This is not necessarily a good thing for the frame rate, nor does it hide you from computer-controlled units, at least not yet. Which, the ground height cover or the render distance? For example, will setting a ground height cover to say 0.75m, improve frame rates compared to 1.0m? And if so is it proportional - reducing by 25% results in a roughly 25% improvement in frame rates? Edited March 19, 2018 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
Rotareneg Posted March 19, 2018 Share Posted March 19, 2018 1 hour ago, Gibsonm said: Ah so in other words it looks nothing like the in game view? Well, yes: even at 1920x1080, playing with the terrain detail sliders set to max is a bit taxing on my old computer. As far as the editing I do goes, here's the unedited screenshots to compare to the three I posted earlier. I normally play SB with post-processing turned on, but at times it can over-expose the sky so when taking screenshots sometimes I'll take two, one with and one without post-processing to see which works better. No post-processing: Post-processing: No post-processing (the one I used in the previous post): Post-processing enabled, with over-exposed sky: 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted March 19, 2018 Members Share Posted March 19, 2018 6 hours ago, Gibsonm said: For example, will setting a ground height cover to say 0.75m, improve frame rates compared to 1.0m? No, not at all. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted March 19, 2018 Share Posted March 19, 2018 35 minutes ago, Ssnake said: No, not at all. Thanks for clarifying, I knew extending the render distance had an impact but wasn't sure about the ground height. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted March 19, 2018 Members Share Posted March 19, 2018 I guess the added occlusion can have an effect - particularly if the point of view is close to the ground. I've never tested it. But I'd expect it to be much smaller (if measurable at all) than extending the range for ground clutter (and thus inflating the number of billboards proportional to the square of the range increase). 0 Quote Link to comment Share on other sites More sharing options...
Rotareneg Posted March 19, 2018 Share Posted March 19, 2018 (edited) With my GTX 760, the 1 meter and 0.75 meter height areas in the attached test scenario max out my GPU and bog down badly when looking through the ATGM sight with the ground cover distance set to 100%. It's basically a worst case scenario of overdraw where each pixel on the screen is having to be written to thousands of times per frame due to the stacked transparent textures. ground_clutter_height_performace.7z Edited March 19, 2018 by Rotareneg 0 Quote Link to comment Share on other sites More sharing options...
daskal Posted March 20, 2018 Share Posted March 20, 2018 Rainy day 0 Quote Link to comment Share on other sites More sharing options...
RENEGADE-623 Posted March 20, 2018 Share Posted March 20, 2018 0 Quote Link to comment Share on other sites More sharing options...
Splash Posted March 31, 2018 Share Posted March 31, 2018 Some shots from a fictional 1982 matchup near Suwon, S. Korea. From a single-player mission dpabrams is working on. Skins are (mostly) stock; grass and terrain are mods by dpabrams. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted March 31, 2018 Members Share Posted March 31, 2018 That grass/wheat looks really, really nice. 0 Quote Link to comment Share on other sites More sharing options...
Koen Posted March 31, 2018 Share Posted March 31, 2018 Indeed ! Are those in the mods already ? 0 Quote Link to comment Share on other sites More sharing options...
Splash Posted March 31, 2018 Share Posted March 31, 2018 1 hour ago, Koen said: Indeed ! Are those in the mods already ? If you're referring to the modded grass files, no. But the thread about them is here: I was asked to take a look at them and offer feedback. Even though, as noted in the above thread, they might eventually become obsolete with a future major terrain update, I suggested he upload them as they are quite good and realistic -- and easily reversible if you like variety in your SB flora. But that's his call. 0 Quote Link to comment Share on other sites More sharing options...
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