ForrestFeatures

ForrestFeatures

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

Post Reply
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

ForrestFeatures

Post by PicassoCT »

Made some Forrest Features..
Image
pro:
denseForrestation

con: looks a little toony

springrts.com/phpbb/download/file.php?m ... 2eada23204
Attachments
foorest.jpg
(299.93 KiB) Downloaded 10 times
forrestfeatures.7z
(2.09 MiB) Downloaded 12 times
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: ForrestFeatures

Post by Beherith »

Really cool. By the way, my only gripe is that the texture on the tips of the trees is a tad stretched.
User avatar
enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

Re: ForrestFeatures

Post by enetheru »

nice!
User avatar
enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

Re: ForrestFeatures

Post by enetheru »

Ok i has a question..

Why s3o? is there some restriction on your software? are there some features not supported in a more common format. some tools that you use that makes s3o easier to work with. is it faster in the engine???
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: ForrestFeatures

Post by Beherith »

Because upspring is rather easy to use, s3o's require no extra work, and there are no features in other formats that are needed for this? The only problem with s3o is the fact that they are hard to load under linux. I have an obj-s3o converter that is perfect, and is in python so it's pretty cross platform.
User avatar
Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: ForrestFeatures

Post by Anarchid »

I have an obj-s3o converter that is perfect, and is in python so it's pretty cross platform.*
* only for single-piece models

Besides, single-piece obj's can be included as-is.

Extracting a multi-mesh (multi-piece) s3o into any editable format is, afaik, nigh-impossible without doing it piece-by-piece, hollywood slasher style.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: ForrestFeatures

Post by Beherith »

Except no. It works for multiple pieces, preserves object hierarchy, preserves ALL info in s3o.

So if you do an s3o->obj->s3o conversion with it, everything is retained.
User avatar
enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

Re: ForrestFeatures

Post by enetheru »

cool, i'm glad there aren't any technical reasons.

your converted has helped me out a lot already..
User avatar
Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: ForrestFeatures

Post by Anarchid »

Except no. It works for multiple pieces, preserves object hierarchy, preserves ALL info in s3o.
Oh, my bad, i thought obj couldn't support multiple meshes as such.

Can i has? I'd put it to a few uses :)
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: ForrestFeatures

Post by PicassoCT »

Image

I was actually fascinated how lowpoly you can get and still get away with it- just by having dense foliage- not just one tree standing there, but a group, something that really looks like a forrest.

And yes, i could go higher detail- with a corresponding alpha... and all that. But are those expenses visible 99 % of the time?

Not denying that some forrests inn game look fantastic..
Image
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: ForrestFeatures

Post by smoth »

PicassoCT wrote:Image
concept, that isn't in game and working. PA has terrible art. It belongs in an I-phone game.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: ForrestFeatures

Post by PicassoCT »

Actually i find it does quite decent- it captures the essentials why not wasting tons of money into invisible details..
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: ForrestFeatures

Post by smoth »

eh, I find that they have abstracted away all visual appeal.
User avatar
Petah
Posts: 426
Joined: 13 Jan 2008, 19:40

Re: ForrestFeatures

Post by Petah »

I find they have incorporated their own visual appeal.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: ForrestFeatures

Post by PicassoCT »

If you gonna make a projekt with that scale and aim- if you get any more detailed with a budget that small- it will kill you.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: ForrestFeatures

Post by smoth »

so they skimp on quality to make a macro "rts"
User avatar
scifi
Posts: 848
Joined: 10 May 2009, 12:27

Re: ForrestFeatures

Post by scifi »

Now i agree if it looked as good as in the concept art. :(
But still that concept art shows how low poly can look great!
(with badass shaders).
concept, that isn't in game and working. PA has terrible art. It belongs in an I-phone game.
You could argue that for a supcom "clone" that is PA, supcom 2/1 graphics and gameplay are 100 times better, why waste time to remake that into planet form.

However i dont think the graphics are "THAT" bad, man I-phone come on...
Post Reply

Return to “Map Creation”