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after 0.32, dragon valley's trees are f*cked up
Posted: 2006-09-16 00:58
by luizinhuu
amd athlon xp 2600+@2100mhz
512 ram ddr 333
9600pro 256mb 128bits 400/400
Seagate SATA 80gb
it has never occured a texture bug on bf2 or prmm before. after 0.32, dragon valley's trees are like this when seeing them from a long distance
terrain: medium
texture: medium
lighting: low
texture filtering: medium
Posted: 2006-09-16 01:27
by eggman
nothing has changed in PRMM from v0.31 to v0.32 that could affect this.
Posted: 2006-09-16 01:47
by Resjah
Looks like some artwork

Posted: 2006-09-16 02:15
by Griffon2-6
Van Gogh FTW!!!!
Posted: 2006-09-16 04:10
by Thomazz
looks great!! -
I think i had same problem long time ago when i had a wrong driver for my graphics card.. It was...radeon card.
Posted: 2006-09-16 05:37
by trogdor1289
I think Izins comp was taking some acid.
Posted: 2006-09-16 06:21
by Dylan
That is the LOD files of that tree. For some reason, your getting it. YOU SHOULD be getting the original file, but it looks like your not.
Posted: 2006-09-16 07:55
by Jaymz
Project Sureality

Posted: 2006-09-16 10:51
by luizinhuu
ahahahaah nice comments, i was expecting something like this
i havent changed my vga's driver since i bought it (3 months ago), i really omg have no idea how this happened
Posted: 2006-09-16 11:42
by NiGHTWoLF
I got this aswell but I had it on Fu She pass. So did another guy I was on comms with. I think its a problem with 1.4.
Posted: 2006-09-16 12:24
by Griffon2-6
'[R-MOD wrote:trogdor1289']I think Izins comp was taking some acid.
How did you get Izin from luizinhuu?
And what are LoDs? I could never figure that out... Line of ..... Distinction?
Posted: 2006-09-16 13:37
by luizinhuu
so im not the only one
fushe's trees are the same of dragon's ones...
so its a 1.4 thing, shite
Posted: 2006-09-16 17:39
by TheRealFritz
level of detail
Posted: 2006-09-16 18:14
by luizinhuu
what u mean fritz?
i play with 100% view distance and texture filtering on Medium, not to mention the problem never occured before
Posted: 2006-09-16 18:16
by Dylan
I think this happens when they dont paint on under/overgrowth. It could be static trees, as I have read on the BFEditor forums about a guy having done that with his map. I wonder what they did to it.
Posted: 2006-09-16 22:21
by Griffon2-6
luizinhuu wrote:what u mean fritz?
i play with 100% view distance and texture filtering on Medium, not to mention the problem never occured before
Level of Detail = LoD
Thanks Fritz
Posted: 2006-09-17 04:53
by IronTaxi
all objects have a draw distance for each of their levels of detail.. the trees have always had that detail at distance...just looks like 1.4 reduced that distance a little or something..
the ideas is the LOD 0,1,2,each have progressively less faces as we move farther away...if the draw distance overall has been adjusted you should be able to notice it in other maps..not a big deal i think and in theory would speed up the rendering and reduce the load on the graphics card...
Posted: 2006-09-17 05:57
by Dylan
So this was an (maybe) intentional thing EA did? Some people are seeing it and others are not. It seems kind of confusing.
Posted: 2006-09-17 13:22
by Griffon2-6
I think it depends on what video card you're using, and what rendering technology.
Posted: 2006-09-17 13:34
by luizinhuu
but it is just with these chinese trees, nothing else. this is pointless.. must be a bug