True LOS - Realistic Battle Distances
Re: True LOS - Realistic Battlefield Distances
"Reb" - I don't think that this is a LOS Setting, it is more of a Draw Distance Setting.
So, if this setting is set at ( 1 ), the camera will only draw a certain distance away from the point of the camera, and it has nothing to do with the location of the men on the field.
I can move the camera away from the units and the Draw Distance is still extremely limited.
Also, this Setting affects everything on the Map, houses, fences, crops, trees, and the men.
The higher the Setting, the greater the draw distance, which is why the view of units away from you are shown on the map, but also it probably draws a lot more of the trees, grass, crops, houses, fences, etc...
Set it to a ( 1 ), without changing any of the other files, and see if you still reach the same conclusion.
davinci
So, if this setting is set at ( 1 ), the camera will only draw a certain distance away from the point of the camera, and it has nothing to do with the location of the men on the field.
I can move the camera away from the units and the Draw Distance is still extremely limited.
Also, this Setting affects everything on the Map, houses, fences, crops, trees, and the men.
The higher the Setting, the greater the draw distance, which is why the view of units away from you are shown on the map, but also it probably draws a lot more of the trees, grass, crops, houses, fences, etc...
Set it to a ( 1 ), without changing any of the other files, and see if you still reach the same conclusion.
davinci
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Re: True LOS - Realistic Battlefield Distances
Read MTG's explanations again, took me a while, but I finally figured it out, I think.And "You" are Absolutely Correct!I'm guessing no, since this is a virtual map resizing, not a physical one.
This is the darn-est Mystery, I just can't seem to figure out!
davinci
Regarding your quest for better FPS rates for your BIG Army setups, instead of messing with the 'UnitsPerYard' numbers, have you tried just changing the Max Visibility number that regulates your gameplay preferences? Pretty sure this is how FPS rates are increased when the 'UnitsPerYard' number is decreased. So, any process to decrease overall visibility will increase FPS rates, hence, go with the easiest process.
Since you prefer Sandbox play, change the sandbox.ini file in the Work folder, visibility line (Weather=2) to a lower visibility. You can also decrease the visibility numbers in the unitattributes file to increase FPS rates even more, although you probably know at least this part.
Anyway, some ideas for better FPS
Edit: Reworded this message after discovering the Weather line in the sandbox.ini file
Last edited by RebBugler on Sun Aug 04, 2019 2:15 am, edited 1 time in total.
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Re: True LOS - Realistic Battlefield Distances
Yes, I Agree!Regarding your quest for better FPS rates for your BIG Army setups, instead of messing with the 'UnitsPerYard' numbers, have you tried just changing the Max Visibility number that regulates your gameplay preferences? Pretty sure this is how FPS rates are increased when the 'UnitsPerYard' number is decreased. So, any process to decrease overall visibility will increase FPS rates, hence, go with the easiest process.
I think that I'm just going to leave it at ( 26 ), and go find something else to mess with!
The ( 5 FPS ) is only when the two hundred thousand men are marching, once the marching is over and the units are fighting the FPS goes up, but I have always played like that. No Complaints here!
Thanks,
davinci
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Re: True LOS - Realistic Battle Distances
Update 1.1, August 11, 2019, fixes some formation errors
Also changed the name of this mod to clarify its function...It's not 'Realistic Battleground Distances', its 'Realistic Battle Distances'. 'Realistic Battleground Distances' along with 'Realistic Battle Distances' will be coming with my next mod - True Distances, already in progress.
Also changed the name of this mod to clarify its function...It's not 'Realistic Battleground Distances', its 'Realistic Battle Distances'. 'Realistic Battleground Distances' along with 'Realistic Battle Distances' will be coming with my next mod - True Distances, already in progress.
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Re: True LOS - Realistic Battle Distances
Reb - before you put a hundred hours into this, You should Send "Norb" a "PM" and see if he can explain exactly what this change does.Update 1.1, August 11, 2019, fixes some formation errors
I'm still under the impression that it is an advanced "Draw Distance Setting".
davinci
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Re: True LOS - Realistic Battle Distances
I won't be furthering this mod or using 'UnitPerYard=62' for another, it's served its purpose with this mod in making true battle distances a pretty fast and easy build. In the quest for true battleground distances, my experiments with scaling up maps using 'UnitPerYard=62' were a bust, so I'm going the true path to true distances by scaling down the sprites and map objects with my next mod. So far it's working out, but at the rate I'm going now, it may take months to scale down and reset all the fences.Reb - before you put a hundred hours into this, You should Send "Norb" a "PM" and see if he can explain exactly what this change does.Update 1.1, August 11, 2019, fixes some formation errors
I'm still under the impression that it is an advanced "Draw Distance Setting".
davinci
Since this mod will take so long just for one map, I'll start a thread soon regarding it's purpose, progress, and mainly provide for a 'map questions' place for me to ask for help. I've got a bunch of questions already, but I'll save them for that thread.
Last edited by RebBugler on Tue Aug 13, 2019 1:44 am, edited 1 time in total.
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Re: True LOS - Realistic Battle Distances
Reb - depending on the Map in question - I might be able to assist you if the fences are the worm-fences.So far it's working out, but at the rate I'm going now, it may take months to scale down and reset all the fences.
This will only work if you are only adjusting the heights and not the length.
I might be able to use a "HexEditor" and change thousands of fences in only a few seconds.
Two things that I need to know!
1) Which Map?
2) What is the New Height that you are using on the fences?
davinci
Last edited by Davinci on Tue Aug 13, 2019 5:49 am, edited 1 time in total.
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Re: True LOS - Realistic Battle Distances
Just height won't do, they'll lose their realistic look. Interesting idea though, if all three parameters could be batch-scaled, at 0.5, then those scaled fences could be selected, duplicated and moved to the adjacent spaces created by the 0.5 scaling procedure. Then again, might have to scale them larger so they'd overlap properly, a concern, since the troop sprite scaling is set, and can't be scaled up without upsetting battle distances. IOW, all scaling is based on soldier sprite size.Reb - depending on the Map in question - I might be able to assist you if the fences are the worm-fences.So far it's working out, but at the rate I'm going now, it may take months to scale down and reset all the fences.
This will only work if you are only adjusting the heights and not the length.
I might be able to use a "HexEditor" and change thousands of fences in only a few seconds.
Two things that I need to know!
1) Which Map?
2) What is the New Height that you are using on the fences?
davinci
Anyway, thanks for the suggestion, I would like to check out that "HexEditor" for possibilities.

...Working on Devils Den, since you asked, objects are scaled at 0.5, soldier sprites slightly smaller, they were divided by 2.15 (the arrived at magic number for true distances), whatever that percentage is, probably around 0.48. These different scales work OK for me since I've always observed the soldiers being slightly too large for the objects in the stock game.
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Re: True LOS - Realistic Battle Distances
They are Worm-Fences - Not telling you anything that you don't know, but it's just wooden planks stacked on top of each other.Just height won't do, they'll lose their realistic look. Interesting idea though, if all three parameters could be batch-scaled, at 0.5,
Now, the Rail-Fences - might not appear correctly, here is a picture using the HexEditor to change 32,618 worm fences in 2 seconds.
The picture on the Left - the size I am using, the picture on the Right - a larger size.
But, all of the fences "Only" use the first two values, the "Third Value" is thickness which is "Not" use by the game or the PR Engine as far as the fences go.
davinci
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The only true logic is that, there is no true logic!
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Re: True LOS - Realistic Battle Distances
The ideal fix would be to replace (batch process) the stock worm fence segment with two scaled down (0.5) and linked worm fence segments.
I see available Hex Editor apps on line. Do you have a recommendation I can check out safely?
I see available Hex Editor apps on line. Do you have a recommendation I can check out safely?
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