Grass flickering big/small?

Panzer Command: Ostfront is the latest in a new series of 3D turn-based tactical wargames which include single battles, multi-battle operations and full war campaigns with realistic units, tactics and terrain and an informative and practical interface. Including a full Map Editor, 60+ Scenarios, 10 Campaigns and a very long list of improvements, this is the ultimate Panzer Command release for the Eastern Front!

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HintJ
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Grass flickering big/small?

Post by HintJ »

I've recently been converted to the belief that adding grass was a great idea.

But I'm just experimenting now on using it. I've noticed that as I move my view around the map, sometimes the grass flickers between a large and small size.

Grasses section in my Scene.xml
<grasses>
<grass mediaId="mo_bush1.dds" width="1" height="1" density="1" sightingFactorHit="-1" persistent="false" terrain="PlowedField" />
<grass mediaId="mo_fallwheat1.dds" width="1" height="1" density="0.75" sightingFactorHit="-1" persistent="false" terrain="Wheat" />
<grass mediaId="mo_shortgrass1.dds" width="1" height="0.5" density="0.05" sightingFactorHit="0" persistent="false" terrain="LowGrass" />
<grass mediaId="grassclumpST1.dds" width="1" height="0.5" density="0.05" sightingFactorHit="0" persistent="false" terrain="LowGrass" />

</grasses>


Any ideas?

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Mobius
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RE: Grass flickering big/small?

Post by Mobius »

You don't want to make the sightingFactorHit="-1" as the grass becomes transparent to LOS.
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HintJ
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RE: Grass flickering big/small?

Post by HintJ »

ORIGINAL: Mobius

You don't want to make the sightingFactorHit="-1" as the grass becomes transparent to LOS.

I don't understand. Are you asking why I don't want to, or are you telling me not to?

The -1 or 0 is causing this?
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RE: Grass flickering big/small?

Post by junk2drive »

He is telling you to change the -1 to 0.
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Mad Russian
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RE: Grass flickering big/small?

Post by Mad Russian »

Change the -1 to at least a zero. You can change it to a positive number as well if you like.

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RE: Grass flickering big/small?

Post by rickier65 »

I recommend leave the sightfactorhit at -1 this gives the correct default values

This will not affect. The short tall. You are seeing.
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HintJ
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RE: Grass flickering big/small?

Post by HintJ »

Problem solved by not having more than one type of grass assigned to a single type of terrain.

Is it not possible to assign more than one type of grass to "LowGrass?"
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RE: Grass flickering big/small?

Post by junk2drive »

Yes but the total density must be less than 1. In theory one at .5 and another at .5 but in my trials and errors a .5 and .4 totaling .9 worked.
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rickier65
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RE: Grass flickering big/small?

Post by rickier65 »

ORIGINAL: HintJ

Problem solved by not having more than one type of grass assigned to a single type of terrain.

Is it not possible to assign more than one type of grass to "LowGrass?"

Try different grass model or different height for second model or range of height.

Also use -1 for sightingfactorHit as that will give you the default value unless you know you want something different

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RE: Grass flickering big/small?

Post by junk2drive »

Glad we are all in agreement [:D]

From my notes

You can leave out all the criteria and it will default to:

persistent = false
density = 0.25
height = 1 (in meters)
width = 1 (in meters)
terrain = clear
sightingFactorHit = (see list below)

Example <grass mediaId="mo_springwheat1.dds" />

Sighting factor is as follows (f = factor):

<removed as they have changed>

If you wish for the grass to have no effect on sighting, add the criteria sightingFactorHit="0"
sighthingFactorHit values should not normally be entered. They were intended for special cases. Also NOTE that values can be entered with ranges, to give variety, or with a single value, for uniformity. In general it should be a small value like 0.1 to 3.0
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Stridor
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RE: Grass flickering big/small?

Post by Stridor »

The game has an internal LOS degradation for each different type (terrain type) of grass. If you leave sightingFactorHit completely out or make it "=-1" then the game will use the default LOS hit. However you can override this. By making it "=0" you can have the game ignore grass for LOS calcs. Also you can make it equal to some positive value if you want to override the defaults.

S.
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