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Thread: Sniper's textures

  1. #1
    Join Date
    Mar 2007
    Location
    Mobile, Al
    Posts
    393

    Question Sniper's textures

    I like Sniper's new textures but the line of site needs to be expanded, can this be done? And if so how?

  2. #2
    Join Date
    Aug 2009
    Location
    Murrysville, Pa.
    Posts
    192

    Default

    Good question: The grass and weeds fade too soon for example. Other ground textures used on partially vertical surfaces look like slime unless you are quite close.
    Regards,
    Dick

  3. #3
    Join Date
    Nov 1999
    Location
    Stevens Point, Wisconsin, USA.
    Posts
    14,705

    Thumbs down Doubtful

    I measured it once with telephone poles, appears to be about 40 meters. Search in the bin file comes up empty for "LOD" and there ain't no GeoPcDx file. Bottom of the texturing.bin is where the adjustable values are;

    </MixTex>
    <DistantTerrainColour>
    <cHcColour>
    <Red d:type="sFloat32" d:alt_encoding="000000201895D43F" d: precision="string">0.3216</Red>
    <Green d:type="sFloat32" d:alt_encoding="000000001B9ECE3F" d: precision="string">0.2392</Green>
    <Blue d:type="sFloat32" d:alt_encoding="000000408D97C63F" dd: precision="string">0.1765</Blue>
    <Alpha d:type="sFloat32" d:alt_encoding="000000000000F03F" d: precision="string">1.0000</Alpha>
    </cHcColour>
    </DistantTerrainColour>
    <LowGroundTextureIndex d:type="sUInt32">1</LowGroundTextureIndex>
    <MidGroundTextureIndex d:type="sUInt32">1</MidGroundTextureIndex>
    <HighGroundTextureIndex d:type="sUInt32">1</HighGroundTextureIndex>
    <RockTextureIndex d:type="sUInt32">2</RockTextureIndex>
    <LowToMidHeightPoint d:type="sFloat32" d:alt_encoding="000000000088B3C0" d: precision="string">-5000.0000</LowToMidHeightPoint>
    <LowToMidThreshold d:type="sFloat32" d:alt_encoding="0000000000000000" d: precision="string">0.0000</LowToMidThreshold>
    <MidToHighHeightPoint d:type="sFloat32" d:alt_encoding="000000000087B3C0" d: precision="string">-4999.0000</MidToHighHeightPoint>
    <MidToHighThreshold d:type="sFloat32" d:alt_encoding="0000000000000000" d: precision="string">0.0000</MidToHighThreshold>
    <RockGradient d:type="sFloat32" d:alt_encoding="0000000000002440" d: precision="string">10.0000</RockGradient>
    <RockThreshold d:type="sFloat32" d:alt_encoding="0000006066661A40" d: precision="string">6.6000</RockThreshold>
    <ShadowTextureScaleFactor d:type="sFloat32" d:alt_encoding="000000E04D62403F" d: precision="string">0.0005</ShadowTextureScaleFactor>
    <ProceduralFloraTextureID d:type="cDeltaString">PortOgden\RailSimulator\Envi ronment\Terrain\[00]grass</ProceduralFloraTextureID>
    </cTerrainTextureBluePrint>
    </Blueprint>
    </cBlueprintLoader>



    Tinkering with the threshold numbers might do something, the only thing I tried was changing from zero to 1 but it was still 40 meters. I'd like to see about double that distance if it wouldn't tank the framerates too much.

  4. #4

    Default

    Quote Originally Posted by boleyx View Post
    Good question: The grass and weeds fade too soon for example. Other ground textures used on partially vertical surfaces look like slime unless you are quite close.
    Is that the best the RW graphics engine is capable of, not forgetting mountains in the distance not showing what is on them !

    Most games and MS-FS can do better than that.

    O t t o

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