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#1 Posted at 2011-03-26 13:23        
     
THIS TERRAIN IS A RESULT OF EXPERIMENTATION AND WAS NOT SCHEDULED FOR RELEASE BUT I DECIDED TO LET PEOPLE SEE IT FOR THEMSELVES
YOU MUST ACCEPT THAT IT IS POSSIBLE YOU MAY NOT BE ABLE TO RUN THIS TERRAIN IF YOU HAVE A LOW END PC:

I would only recommend this for use in Single Player however if it is used in MP any reporst would be appreciated

PC USED TO CREATE THIS TERRAIN :
E6600 INTEL
NVIDIA GTX 470 1.2 GIG
2 GIG OF RAM
WINDOWS HOME XP


This terrain is very highly detailed in terms of Clutter and Vertices and as such will put strain on lower end PC`s
Should your PC overheat in any way you accept by downloading and using this terrain that you do so of your own risk and i cannot accept any responsibility for any consequences

1 meter cell size with trenches and all sorts of bumps and lumps

recommended procedure for startng this terrain

1 start arma2 CO and select desert island
2 select options /Video and reduce view distance to 500m
3 resolution to 1024 x 768
4 Terrain detail to Normal
5 exit
6 start DBO_Deluxe terrain
7 play as normal with your favourite MOD ( i use INV44 persoanlly)
8 if you feel confident and at your own risk adjust your setting to add more detail

9 Have fun

Known Problems
None apart from the above stated its a bitch to run
This is not a fully furnished complete terrain and is a result of testing of clutter for larger terrains

ANY REQUESTS PROBLEMS AND VIDEOS PLEASE USE THIS ARMAHOLIC RELEASE THREAD
Feedback or Ideas are always welcome .
MEDIA






regards

DeanosBeano

http://www.filedropper.com/dboterrain

http://forums.bistudio.com/showthread.php?40226-ECL's-record-breaking-attempt-players-on-one-serve&p=619994&viewfull=1#post619994

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#2 Posted at 2011-03-26 19:12        
     
Thanks for posting the release here :-)
News is on the frontpage and you can find our mirror here:



DBO Deluxe Terrain


Visit my family webshop desteigerhoutshop.nl.

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#3 Posted at 2011-03-26 19:37        
     
I loaded it up in the editor and plonked a rifle squad and jumped in as the squad leader. took a long while to load in but as I didn't change any of my settings from normal play an fps of between 13 and 24 wasn't too shabby.




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#4 Posted at 2011-03-26 19:52        
     
Damn your brave with them settings i dont think my card could handle it ;)

thanks for picture

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#5 Posted at 2011-03-26 21:45        
     
# deanosbeano : Damn your brave with them settings i dont think my card could handle it ;)

thanks for picture

¦ AMD x6 1090T Black @ 4GHz ¦ ASUS Crosshair Formula IV ¦ 8GB DDR3 ¦ 2x ATI 6870 ¦ SSD 80Gb ¦ 1TB Drive ¦ 850W N-Black ¦ CM Scout ¦ Windows 7 64bit ¦

8-)

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#6 Posted at 2011-03-27 01:32        
     
I haven't gotten to try it as of yet, but the video looks promising. I understand that it's an experimentation and that you were trying to test out clutter for larger islands, but what is the overall goal from this? By that, I mean, will larger terrains be less cluttered? Will it run smoother with less, or is this something that we'll all just have to either accommodate video gfx wise? Or, as I suspect, will we just need to wait and see?

Please don't get me wrong, no complaints here. I love the idea and the look of it, just some questions I thought you might have the answers to. Thanks Deanosbeano


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#7 Posted at 2011-03-27 11:42        
     
With the 3D rez (fill rate) set to 100% you can see the point where the terrain is clutter free. On a regular map that point is a long way off. With this map that point is much closer at around 15m a head. I know if there is one thing that kills frame rate is to bump the the fill rate up too high. It looks nice to run it higher than 100% but as my computer can not run this game completely maxed like most people we have to play with the settings to find the compromise I can live with. Maps like this would change the way we set up our games.

It's a interesting experiment and could become the bases of a benchmarking project.

Pendragon

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#8 Posted at 2011-03-27 14:31        
     
# Raptor 6 Actual : I haven't gotten to try it as of yet, but the video looks promising. I understand that it's an experimentation and that you were trying to test out clutter for larger islands, but what is the overall goal from this? By that, I mean, will larger terrains be less cluttered? Will it run smoother with less, or is this something that we'll all just have to either accommodate video gfx wise? Or, as I suspect, will we just need to wait and see?

Please don't get me wrong, no complaints here. I love the idea and the look of it, just some questions I thought you might have the answers to. Thanks Deanosbeano
The End goal is open ended , by experimentation i have discovered how to enhance the use of clutter in terms of what pendragon as already touched on . there are many factors which dictate how far this clutter is drawn add to this the Lod system of the clutter model itself it can be tweaked , However in this terrain it is just a complete maxed out ( within reason ,i have not drawn clutter too far out or it will melt pc`s lol).

so : for example thse settings below dictate clutter draws Directly

clutterGrid = ; the size of the grid smaller = more iteration of clutter
clutterDist = ; the disatnce at which clutter is Drawn ( not sure yet if this is maximum setting (Very high Terrain detail in settings)
noDetailDist = ; Distance from the players feet that the Satelite texture is drawn , clutter is not drawn when this is present
fullDetailDist = ; Distance from the players feet that the Detail texture is Drawn , Cluuter is drwan on this texture becuase its defined to do saw in the Config.

If we add also a Longer depth in the Lod system it maybe possible to stop this problem of no clutter and men just running on Bare land , However this terrain has ditches and can negate the use for such far drawn clutter .


so i nreality if you want a very high detailed terrain with lots of trenches , where clutter is not necessary and the terrain maker can place Vegetation manually and trees etc . you would probably go for something like :

clutterGrid = 5;
clutterDist = 5;
noDetailDist = 5;
fullDetailDist = 1;

http://forums.bistudio.com/showthread.php?40226-ECL's-record-breaking-attempt-players-on-one-serve&p=619994&viewfull=1#post619994

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#9 Posted at 2011-03-29 20:20        
     
I am going to ramp up the quality a little and add new things in next version which i anticipate release will be july 11

quick preview (damage settings low for vid purposes)


http://forums.bistudio.com/showthread.php?40226-ECL's-record-breaking-attempt-players-on-one-serve&p=619994&viewfull=1#post619994

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#10 Posted at 2011-03-31 04:14        
     
I'm looking forward to this, cheers deanosbeano!


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#11 Posted at 2011-04-02 20:03        
     
Small update , Mike Bart made me some Brick walls a while a go i have given them some destructible qualities and will add them the seem to fit well along with Linkers HDT Objects.
Again levels are set low for testing , i will be making a suitable device for the final wall such as C4 .



EDIT New update on C4 and other small things


This post was edited by deanosbeano (2011-04-04 21:20, ago)

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#12 Posted at 2011-05-02 20:58        
     
Oh my God, Can't wait. :)
Looks Great


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#13 Posted at 2011-05-22 02:21        
     
Hi,

I tried to load your mod in the editor, placed my player and started the preview. That was like 10 minutes ago :-) Initially the loading progress meter jumped to 100% more or less instantly and while I was waiting I looked at the task manager. Arma2OA is now at 2,6GB RAM, my whole system usage is 6GB (luckily I've 12GB). I've OA patched to 1.59, I own a HD 5970 .

Did I do something wrong?

Edit: OK actually I started it over 20 minutes ago and this is the current usage:


thanks


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#14 Posted at 2011-05-22 23:23        
     
In read me it gives best way to start terrain

me:
1 start arma2 CO and select desert island
2 select options /Video and reduce view distance to 500m
3 resolution to 1024 x 768
4 Terrain detail to Normal
5 exit

try even lower setting if still not working . but remember goto Desert island first to do settings then when in my terrain make them higher in steps.

http://forums.bistudio.com/showthread.php?40226-ECL's-record-breaking-attempt-players-on-one-serve&p=619994&viewfull=1#post619994

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#15 Posted at 2011-05-23 18:22        
     
# deanosbeano : In read me it gives best way to start terrain



try even lower setting if still not working . but remember goto Desert island first to do settings then when in my terrain make them higher in steps.
Thanks, that worked. I actually read the readme but I somehow missed this .. sorry for the noise.