Hey, an improved version of the Supreme Props Mod is integrated into FAF
Here is a quick summary of the prop changes.
GL HF
You can test it on the map
FA and FAF Props that contains all currently available props.
--> check the vaultUsefull shortcuts are:
- ctrl+alt+o (display blocked path)
- ctrl+shift+alt+c (display collision boxes)
Additionally I restored the former reclaim values of the following maps, because the original values got changed due to the Supreme Props integration.
LOD CHANGES-ensures consistent LOD Cutoff for different prop types and sizes
-improve prop visibility on all maps
-should help preventing 'ctrl-shift' abuse
Rock, Crystal, Ice, Structure, Faction & Wreckage Props-old LOD Cutoff: 100, 200, 250, 400, 500, 1000
- new LOD cutoff for prop < 10 Mass: 300
- new LOD cutoff for prop = 10 Mass: 500
- new LOD cutoff for prop > 10 Mass: 750 --> LOD of 1000 leads to FPS issues if tree groups get broken
Tree, Bush, Log & Fern Props-old LOD 1 cutoff: 20, 30, 40, 80
-old LOD 2 cutoff: 175, 200, 250, 400
-old LOD 3 cutoff: 700, 750 & 1000
- new LOD 1 cutoff: 60
- new LOD 2 cutoff: 200
- new LOD 3 cutoff: 750 --> LOD of 1000 leads to FPS issues if tree groups get broken
TREE IMPROVEMENTS-fixes wrong LOD3 for e.g. Tropical Palm & Tundra Pine groups
-integrates formerly unused original files for LOD3 e.g. desert and lava trees
-replaced "Oak01_Group2_LOD2_albedo.dds" to fix shade error
-replaced "lod1.scm" with more detalied "lod0.scm" model for "Manzanita01"
--> improves visibility till LOD3 and tree groups no longer missing a small tree in LOD2-ensure AUDIO for props that are trees or should behave like those e.g. streetlights, fences behave like UEF counterparts
-->except "Cybran_Fence_prop.bp" - too big-ensure SCRIPTCLASS & SCRIPTMODULE for all props that are trees or should behave like those e.g. fence, streetlight
-remove LOD4 from "Brch01_prop.bp"
--> it was the only prop with LOD4, all other props have 1, 2 or 3 LOD stepsMIP map improvements/dds changes-improves tree props that fade out way to early, because the current (last few) MIP maps of the "albedo.dds" don't hold enough information in the alpha channel to be displayed properly
--> thx to ozonex for investigating and detecting the MIP map problem- Desert: "Manzanita01_s1_albedo.dds"
- Evergreen: "eg_fern01_albedo.dds", "Brch01_s1_albedo.dds", "Pine07_albedo.dds"
- Lava: "Dead01_s1_albedo.dds", "LV_Dead01_s1_albedo.dds", "XDead01_s1_albedo.dds"
- Swamp: "sw_fern01_albedo.dds"
RECLAIM CHANGES & MAP ELEMENTS-fixes bugs and improves consistency among props of same type and size
--> see attached pictures-makes all props reclaimable (except map elements)
--> e.g. small RedRock "Rock_SM" and Tropical "rock01"-55 props are changed (including 19 map elements)
--> NOTE: prop needs mass value > 0 in order for footprint and blockpath to work correctly e.g. structures theme changesMap Elements-19 props become unreclaimable and INVULNERABLE
-->"Geysers", "MudPots", "CybranAdjacencyNode" and "ThetaBridge" and all FAF Seraphim II rock props as well as Seraphim II Probe-LOD cutoff was set to 3000 in order to be displayed continuously
-reclaim values has been set to 1 (energy, mass, time)
Crystalline Theme--> Fixed size/collision box and reclaim values. This enables us to use these props like in any other theme, without ending up with absurd reclaim values.
Geothermal Theme--> Mass value of "GeoRock07" now matches other rocks of this size.
--> "Geysers" & "MudPots" become map elements
Redrocks Theme--> "ThetaBridge" becomes a map element. The behavior stays the same (no blocked path, not reclaimable), but the visible relcaim value was removed.
--> Makes remaining "Rock_SM0X" props reclaimable.
Seraphim II Theme--> I had to fix almost all sizes/collision boxes, model origins and reclaim values for these props, we need to keep that in mind to improve future prop integrations.
--> All Seraphim II rock props become map elements because of their size (prop still blocks, but visible mass value was removed).
Structures Theme--> The reclaim values of these props has been set to 1 (energy, mass, time). Mass value was 0 before, but prop needed a mass value >0 for footprint and blockpath to work.
Swamp Theme--> The reclaim values of "boulder01" now match its type and size.
Factions & Wreckage Theme--> The reclaim/behavior is now determined by prop size and type.
--> Now every streetlight and fence (except Cybran, prop is too big) behaves like the UEF counterpart.
BLOCK PATH, COLLISION BOX & MODEL ORIGIN FIXES-many collision boxes got reworked to block the path correctly (area depends on the prop size)
--> e.g. crystalline and seraphim theme as well as docks-ensures Physics > BlockPath
--> BlockPath = true, BlockPath = false-ensures Footprint > OccupancyCaps (not used for tree props)
--> OccupancyCaps = 3 (path blocked), OccupancyCaps = 0 (no blocked path)-BlockPath and OccupancyCaps are connected and bound to ReclaimMassMax
--> ReclaimMassMax >= 10 blocks (true, 3), < 10 does not block (false, 0)-now all props (except trees) with a mass value > = 10 block the path
--> e.g. RedRocks, Swamp, Tundra-removes FootprintSizeX/Y => redundant, seems to be replaced by FOOTPRINT
--> only used in "RedRocks\Props\Rock_SM01-7_prop.bp", "RedRocks\Props\Rock01-2_prop.bp", "Tropical\Props\Rocks\Rock01_prop.bp"Model Origin Fixes-in order to block the path correctly (fix collision box offset) and display the reclaim value in the props center, the origin was corrected for 56 models
--> e.g. Tropical "rock01", Tundra "icerock02"-excludes "ThetaBridge01" because the origin is way off and all maps containing it, need to be reworked if the origin is changed
-check collision boxes via "ctrl+shift+alt+c"
-check blocked path via "ctrl+alt+o" --> blocked path is forced to in game grid -> "normal offset"-see
test mapOTHER FIXES-ensures right structure-tree for different prop types
--> e.g. rock, tree, structures & wreckage have different value requirements-fixed number values like SizeZ = .0 --> 0.0 | "" --> 0
-ensures DEFENSE for remaining props
-improves "HelpText"
-added missing files to "seraphim_streetlight" under "Common" and fixed it so it can be used
-fixed formerly broken blueprint of geothermal "GeoRock01". It can now be used for the first time
--> 37,5 mass yummy