Damn you, Spring! - Page 2

Damn you, Spring!

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

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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Erom wrote:
This post seems to have gone under peoples radar, which is a shame, because rattles trees are pretty win. If I was you, Spiked, I'd get rattle to make you some more like that.
YES IF I HAD KNOWN PEOPLE ALREADY DID LOW-POLY TREES I WOULDN'T HAVE. I ONLY DID THEM BECAUSE I DIDN'T KNOW. NOW I WILL FUCK RATTLE UNTIL HE LOVES ME AND MAKES ME TREES!!!!!
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

It's all right, Spiked, it was just an offer of help.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

spiked, I am making some trees tonight. I will be gpling them. So yah, hopefully in a few hours you will have some trees from me.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I'd still really like to see some RTW-esque large scale, low poly trees for use in forest maps where most of the units are dwarfed by the trees.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

zsinj, not filling requests, if you want that take the trees when I release them and scale them, I have no problem. However, bear in mind that features dick up pathing and lots of them dick up fps.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

yeah, my piddly trees are severely expropriating my FPS.

Thanks neddie, rattle, and smoth, for the lovely trees!
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

that is crazy, your trees are eating fps? Do you have a lot of them? features tend to eat fps just by existing.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Well I put like... 300 or so on the map, and yeah, it had a feast of my FPS.

Anyway I went and retried the original tree....

Image

I think it's better. Looking sparse, though. But I think I'll keep it anyway.

<3 u Smoth
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

That wasn't intended to be directed at you, Smoth.

The problem with big trees is mostly aircraft pathing, and, as you said, FPS. But the size I was thinking would be maybe 2-3 times the size of current trees, so shouldn't be too bad. Especially if you still allow the heavier tanks to knock them over.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

well, my current tree looks like shite.. but I am working on it. This whole tree thing is new to me. The main issue I find is doing a tree with volume to it that is also low poly. I am trying a few different things at the moment. My current texture failed though:
http://img145.imageshack.us/img145/3610/treerw4.jpg
use it if you can but I am scrapping that texture and doing a new one :\
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

If I find some time I'll make some more in the range of 100-200 polygons.

Smoth: looks promising but all the detail will be gone if you make the texture any smaller than that. I'd model larger branches and clusters of leaves. That's actually what I tried to do but failed at.
use it if you can but I am scrapping that texture and doing a new one :\
Uh forget what I've said. :P
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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

SpikedHelmet wrote:Well I put like... 300 or so on the map, and yeah, it had a feast of my FPS.

Anyway I went and retried the original tree....

Image

I think it's better. Looking sparse, though. But I think I'll keep it anyway.

<3 u Smoth
I lieks that one too. It looks like a tree you would find in a farm or orchard or something. (I'm assuming you are making these for S44? If you are i can easily see them fitting right in with that mod.)
erasmus
Posts: 111
Joined: 28 Jun 2006, 06:01

Post by erasmus »

Warlord Zsinj wrote:Rome: Total War's way of doing trees is much better, IMO, and still reasonably low poly.

They run the faces like this:

Code: Select all

          / | \
          / |  \ 
        /   |  \
         /  |   \
      [intentionally staggered]
It look good from the top and bottom, but is still only a few faces per tree; and as seen in RTW, you can have whole forests of the buggers.

(If yuo're going to be making trees please make them life-size, so that they dwarf our infantry and most of our vehicles too, like in that image)



teehee!! rome total CLONE WARS! XD

sorry...couldnt help myself O.\\\
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