Supreme Props

Everything about mods can be found here.

Supreme Props

Postby svenni_badbwoi » 21 Feb 2018, 00:13

Hey guys,

what started as 'lets fix a few bugs', ended in a complete props rework (Except emitters).
While playing the game and searching for fitting props for my maps, I stumbled over many things that are not balanced:
-Big difference in LOD cutoff of same prop types (Inconsistent blend in and out while zooming)
-Some props are still not displayed even if you are already able to reclaim them, but other props right next to it of same size and mass amount are visible
-Some tree groups displaying wrong or none LOD3
-Props of similar size and type have huge difference in reclaim values
-Differences in path blocking (e.g. small crystal bars way of a huge rock and the other way around)
-Some props are not reclaimable

Supreme Props:
-Mod aimes to fix these issues (Thx to b2ag for his support and coding help)
-Mod overrides LOD (level of detail) and reclaim values (mass, energy & reclaim time) in the prop blueprints (rocks, trees & structures) to improve visibility and achieve consistency/balance
-Mod removes LOD errors in some tree props, makes all props reclaimable and blocks path for none living props consistent
-All changes are based on original prop values to minimize the performance and balance impact

-Due to performance (LOD) and balance (Reclaim Values) influence, 4 different mod versions are available:
  • Supreme Props
  • Supreme Props (Only LOD & Bug Fixes)
  • Supreme Props (Only Reclaim Values & Bug Fixes)
  • Supreme Props (Only Bug Fixes)
*Video presentation
*Map with all props (Circles on the left mark unchanged props, circles on the right mark differences/issues in props)

mod_icon_full.png
mod_icon_full.png (22.86 KiB) Viewed 822 times


LOD - LEVEL OF DETAIL:
-LOD is based on mass value, prop size and prop typ
-Props will be displayed before you can reclaim them (Should help preventing 'ctrl-shift' abuse: Former props with LOD 100 from crystalline, tropical and evergreen could be reclaimed without being visible)
-Fixes tree props not being displayed after LOD2 (Added missing LOD3, fixed LODCutoff1 and ShaderName2 for continuous visibility)
-Fixes tree groups dispaying wrong albedo at LOD3 (Palms, Tundra Pine)
-LOD fixes integrate unused/matching original files
-Removed LOD4 from 'Brch01_props.bp' (All other have 1,2 or 3 LOD steps)
-Influences performance (Works fine for me, but needs to be tested)

New LOD steps:
-former LOD range 30-1000, but only a few with LOD 1000

Rocks (none living props):
  • LOD1: 300 (<=5 mass)
  • LOD2: 400 (>5-10 mass)
  • LOD3: 750 (>=37,5 mass)
Trees (living props):
  • LOD1: 30 (80 for trees with missing LOD3 to improve transition e.g. dead lava trees)
  • LOD2: 200
  • LOD3: 750
mod_icon_lod.png
mod_icon_lod.png (20.28 KiB) Viewed 822 times


RECLAIM VALUES:
-All reclaim values are based on the prop size, amount and type
-Fixes bugs like: big stone worth 10 mass while small crystals and some street lights are worth 300 mass
-Enhances reclaim values of all prop themes (Some themes had litte reclaim variation but huge size differences)
-Reclaim time = max mass or energy value of prop
-Reclaim values of prop groups are now defined by actual composition (Yeah, I really counted the used props)
-Undamaged groups give 40% less mass and energy (compared to amount of individual props) to reduce reclaim advantage
-Damaged tree groups resemble the individual reclaim value of undamaged props (Due to former seemingly random group values, an unbalanced gain or even a loss of mass/energy is currently the case if tree groups get broken)

New reclaim value range:
-Rock, crystal and structure props: 1-300 mass (Same range as before, but adapted reclaim values)
-Individual living props (e.g. trees and bushes): >0-12 energy and >0-1,2 mass (Former range 0-15 energy and 0-1,4 mass)
-Living groups (e.g. trees and cactuses): >0-185 energy and >0-18,5 mass (Former range 0-160 energy and 0-12 mass)

mod_icon_reclaim.png
mod_icon_reclaim.png (23.54 KiB) Viewed 822 times


BUG FIXES:
-Removes LOD errors in some tree props (wrong or non LOD3 in Desert, Evergreen, Lava, Tropical und Tundra theme)
-Makes remainimg props 'RECLAIMABLE' (Common, RedRocks and Tropical theme - go reclaim the 'ThetaBridge'!)
-Blocks path consistent for none living props worth >=10 mass (except Cybran/UEF dock (flat), 2 props that hover in mid air or you reclaim them)
-All streetlights and small fences behave like UEF ones (Fall like trees)
-Structures theme gets new reclaim values (otherwise they do not block, because missing mass value)
-Unsolved Bug: Original file for LOD3 'DC01_Group2_LOD2_albedo.dds' has shade error (bottom left)

have fun
Last edited by svenni_badbwoi on 08 Jun 2018, 13:21, edited 15 times in total.
User avatar
svenni_badbwoi
Crusader
 
Posts: 39
Joined: 23 May 2017, 12:19
Has liked: 8 times
Been liked: 20 times
FAF User Name: svenni_badbwoi

Re: Supreme Props

Postby Egon » 21 Feb 2018, 00:43

awesome, that would be my first mod and iam playing since 2007.
Egon
Avatar-of-War
 
Posts: 57
Joined: 14 Oct 2015, 03:53
Location: Deutschland
Has liked: 14 times
Been liked: 14 times
FAF User Name: FAF_Egon

Re: Supreme Props

Postby svenni_badbwoi » 21 Feb 2018, 00:58

Egon wrote:awesome, that would be my first mod and iam playing since 2007.

hehe, nice to hear! upload is done..
User avatar
svenni_badbwoi
Crusader
 
Posts: 39
Joined: 23 May 2017, 12:19
Has liked: 8 times
Been liked: 20 times
FAF User Name: svenni_badbwoi

Re: Supreme Props

Postby keyser » 21 Feb 2018, 02:50

-Structures theme gets new reclaim values (otherwise they do not block, because missing mass value)

this has been fixed by speed2 in faf beta if i understand it well. Though it doesn't show in the changelog.
Zockyzock:
VoR is the clan of upcoming top players now
keyser
Supreme Commander
 
Posts: 1534
Joined: 17 May 2013, 14:27
Has liked: 379 times
Been liked: 405 times
FAF User Name: keyser

Re: Supreme Props

Postby svenni_badbwoi » 21 Feb 2018, 12:13

keyser wrote:this has been fixed by speed2 in faf beta if i understand it well. Though it doesn't show in the changelog.

I heard something like that in a cast, but I thought its addressed to civilian units not props.
User avatar
svenni_badbwoi
Crusader
 
Posts: 39
Joined: 23 May 2017, 12:19
Has liked: 8 times
Been liked: 20 times
FAF User Name: svenni_badbwoi

Re: Supreme Props

Postby keyser » 21 Feb 2018, 12:43

oh right i thought "structure" meant civ buildings
Zockyzock:
VoR is the clan of upcoming top players now
keyser
Supreme Commander
 
Posts: 1534
Joined: 17 May 2013, 14:27
Has liked: 379 times
Been liked: 405 times
FAF User Name: keyser

Re: Supreme Props

Postby svenni_badbwoi » 21 Feb 2018, 12:51

That are the structures: https://ibb.co/hMCYxc
I have rarely seen them in game ...
User avatar
svenni_badbwoi
Crusader
 
Posts: 39
Joined: 23 May 2017, 12:19
Has liked: 8 times
Been liked: 20 times
FAF User Name: svenni_badbwoi


Return to Mods & Tools

Who is online

Users browsing this forum: No registered users and 1 guest

cron