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

Really nice trees, could they replace engine default ones?

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

Moderator: Moderators

User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10201
Joined: 24 Jan 2006, 21:12

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

Post by PicassoCT » 16 Feb 2017, 21:55

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.
0 x

User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10201
Joined: 24 Jan 2006, 21:12

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

Post by PicassoCT » 17 Feb 2017, 19:53

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?
0 x

raaar
Metal Factions Developer
Posts: 805
Joined: 20 Feb 2010, 12:17

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

Post by raaar » 19 Feb 2017, 18:45

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
0 x

User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6101
Joined: 29 Apr 2005, 01:14

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

Post by FLOZi » 20 Feb 2017, 17:51

0 x

sprunk
Posts: 83
Joined: 29 Jun 2015, 07:36

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

Post by sprunk » 11 May 2017, 11:11

Any recent advances? Is this planned to happen in the near future?
0 x

Kloot
Spring Developer
Posts: 1864
Joined: 08 Oct 2006, 16:58

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

Post by Kloot » 11 May 2017, 11:16

I haven't heard anything from Beherith since january.
0 x

Super Mario
Posts: 814
Joined: 21 Oct 2008, 02:54

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

Post by Super Mario » 11 May 2017, 21:38

The dude has vanished.
0 x

User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10201
Joined: 24 Jan 2006, 21:12

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

Post by PicassoCT » 12 May 2017, 07:24

The dude abides
0 x

User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14572
Joined: 17 Nov 2005, 02:43

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

Post by Forboding Angel » 12 May 2017, 08:48

Image
0 x

User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10201
Joined: 24 Jan 2006, 21:12

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

Post by PicassoCT » 12 May 2017, 17:45

Its always the red shirts.
0 x

User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14572
Joined: 17 Nov 2005, 02:43

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

Post by Forboding Angel » 12 May 2017, 21:51

Image
0 x


hokomoko
Spring Developer
Posts: 575
Joined: 02 Jun 2014, 00:46

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

Post by hokomoko » 12 May 2018, 13:34

Very nice!
Could you add 0ADs license for these models to the repo?
0 x

User avatar
Beherith
Moderator
Posts: 4933
Joined: 26 Oct 2007, 16:21

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

Post by Beherith » 12 May 2018, 20:12

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
3 x

Post Reply

Return to “Map Creation”