Really nice trees, could they replace engine default ones? - Page 2

Really nice trees, could they replace engine default ones?

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PicassoCT
Journeywar Developer & Mapper
Posts: 10279
Joined: 24 Jan 2006, 21:12

Re: Really nice trees, could they replace engine default ones?

Post by PicassoCT »

Jools wrote: ... Do not forget that the purpose of the trees is to enhance the game, it's not the purpose of the game to showcase that I can make some really nice trees. Sometimes, we do not see the forest for the trees. Scale is important, many maps have too large trees.
Trees is what the game is all about. Its what the pathfinding is made off. Do you even get best good, west wood ?
Dont be a square, grow a Maidenhair, Grinko.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Really nice trees, could they replace engine default ones?

Post by PicassoCT »

Forboding Angel wrote:Engine Trees:
Image

OAD Trees:
Image

In evo I use assets from spring features. In BA the models are actually in the game. To see for yourself, load up any map using engine trees with evo.
Looking good forb. But what about the Perv-romance?
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raaar
Metal Factions Developer
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Joined: 20 Feb 2010, 12:17

Re: Really nice trees, could they replace engine default ones?

Post by raaar »

There's something or some game that sets the tree detail to "very bad", but I haven't figured out which.

I've set it to high quality again (using springsettings's generic "high/very high" setting) then tried playing Evo or ZK before playing MF, but they didn't change it.

"high quality" engine trees:
Image

What's the setting for engine tree detail exactly?


EDIT: (s44 didn't change the quality either)
Attachments
engine_trees_ok.jpg
engine trees on "high" quality
(448.15 KiB) Not downloaded yet
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: Really nice trees, could they replace engine default ones?

Post by FLOZi »

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sprunk
Posts: 85
Joined: 29 Jun 2015, 07:36

Re: Really nice trees, could they replace engine default ones?

Post by sprunk »

Any recent advances? Is this planned to happen in the near future?
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Kloot
Spring Developer
Posts: 1865
Joined: 08 Oct 2006, 16:58

Re: Really nice trees, could they replace engine default ones?

Post by Kloot »

I haven't heard anything from Beherith since january.
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Super Mario
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Joined: 21 Oct 2008, 02:54

Re: Really nice trees, could they replace engine default ones?

Post by Super Mario »

The dude has vanished.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Really nice trees, could they replace engine default ones?

Post by PicassoCT »

The dude abides
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Really nice trees, could they replace engine default ones?

Post by Forboding Angel »

Image
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Really nice trees, could they replace engine default ones?

Post by PicassoCT »

Its always the red shirts.
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Forboding Angel
Evolution RTS Developer
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Re: Really nice trees, could they replace engine default ones?

Post by Forboding Angel »

Image
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hokomoko
Spring Developer
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Joined: 02 Jun 2014, 00:46

Re: Really nice trees, could they replace engine default ones?

Post by hokomoko »

Very nice!
Could you add 0ADs license for these models to the repo?
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Really nice trees, could they replace engine default ones?

Post by Beherith »

Added the license.

Found a really nice technique for making efficient and pretty foliage for regular trees.

The trick with the normals is superb :)

Image
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