So, I was playing Dragon Age: Origins the other day, marveling at the graphical performance of my new PC while at the same time crying over the fact that game is not Neverwinter Nights (Sigh... been looking for a worthy succesor, to no avail...), and I noticed something that has been bugging me for quite some time.
You see, good modulers and custom-content-creators, I've tweaked the FarRenderingGrass and the .SET options to get lots and lots of wonderful blades of grass, but I've found not only does it present a huge problem to performance, but it is also un-practical in gameplay terms.
If you augment the FarRenderingGrass to, say... 6000 or 5000, framerate drops dramatically. Similarly, if you change Density and Height to say... 7900 and 1000 respectively, (which, I think, are the highest possible values in the original tilesets), The grass shows its glitchy features, like getting a somewhat transparent exterior line, which doesn't cover objects moving through the blades, or the "tab-glow" being completely covered by the grass on objects lying around.
Anyway, while in the Korcari Wilds (Hope I spelled it right... since it reminds me too much of the KeroKero Kolas in Mario RPG...) of DAO (Is it me, or is DA a mixture of NWN-like gameplay, Fable-like graphics, and The Witcher-like storyline?) I realized NWN2, KOTOR, TSL, DAO, ME and The Witcher don't have over-abundant vegetation, they all work with NWN's mix of texture and little dynamic grass. I'm guessing it is because such combo is light on resources.
The thing is, however, all of those games have better graphics than olde NWN, so I come here in order to ask for assistance (Really... when have I not?). I liked the DLA TNO tileset's mix of grass texture and short, sparse, Dynamic Grass, and I went for something similar in my own, personal tweaks for TTR, but I think I overdid it, I went too far with the dynamic grass. So, I'm hoping you guys may share your views and configs. I mean the original Rural Tileset doesn't have the same graphic variety that TNO has, so I'm finding it a little hard to get the right look. Six_Six_Six has something similar to DLA's approach going on in his own tielsets (several layers of textures in "degraded" or "escalated" positions, like say... grass-dirt-rock, or little details created solely by texture, like leaves over the water, etc.), and I'm trying to get such look in order to diminish the Dynamic Grass feature without turning my tilesets into a simple, greenish carpet with no variety whatsoever.
I use Toro's Rural grass, if a bit modified in color to better fit with the 1.69 look, and most of the TNO textures for TTR, so you have an idea of what I aim for.
Feel free to voice your opinions on textures/dynamic grass options! And if you want to show off with screenies, that would be so much better!
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Modifié par Jedijax, 23 février 2011 - 06:48 .