Even more trees - on the fourth day of Xmas

Even more trees - on the fourth day of Xmas

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

Moderator: Moderators

User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Even more trees - on the fourth day of Xmas

Post by Beherith »

Hi all!
I have finally worked out a system that allows me to pump out low and med poly trees at an unprecedented rate.

So, enjoy the first ones:

http://beherith.eat-peet.net/stuff/ctrees.7z (23 trees)

5 trees of varying sizes, tricount is 1300 on largest, and 300 on smallest.

Sorry about the crappy screenie, im in a rush today:

Image
Image

They look very nice ingame though.

PD CC or whatever license, use them as you wish.

All kinds of non evergreen trees are possible, 5 trees takes me about 30 minutes.

Edit: added 10 more trees.

Edit: added 8 more.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: New trees - Xmas gift to spring

Post by Jazcash »

Dang it, was hoping for Christmas trees :( Very nice anyway ^_^
User avatar
Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: New trees - Xmas gift to spring

Post by Wombat »

cool, now fix bug which makes all trees white all the time ;)
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: New trees - Xmas gift to spring

Post by Jazcash »

Wombat wrote:cool, now fix bug which makes all trees white all the time ;)
Wow, I thought this was only me D:
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New trees - Xmas gift to spring

Post by Beherith »

Dont know about that bug, post a screenie and an infolog and your system specs in help and bugs.

Also, was wondering if there is any LOD system in place for features? Since I can make the same tree in 300 and in 1300 tris, and they will look similar from a distance.
==Troy==
Posts: 376
Joined: 29 Oct 2008, 15:55

Re: New trees - Xmas gift to spring

Post by ==Troy== »

For me, personally, the trees go white whenever someone is reclaiming the tree.

works on BA NOTA XTA
Nvidia Geforce 8600M
User avatar
Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: New trees - Xmas gift to spring

Post by Wombat »

i blame new engine, not mod/map/reclaiming/hardware
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: New trees - Xmas gift to spring

Post by Sheekel »

Beherith wrote:system that allows me to pump out low and med poly trees at an unprecedented rate.
tutorial pending?
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New trees - Xmas gift to spring

Post by SirArtturi »

Thanks, what a nice present! Now, add it to the art modelling contest to get some action in there...
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: More trees - on the second day of Xmas

Post by Beherith »

Image

10 more trees, this time with 5 sizes, each have their medium (~1300) and low (~300) poly versions. One 256*512 texture.

Heres a little question:

There are four columns of these new trees on the pic. Two columns are high poly, two are low. Can you tell the difference?
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: More trees - on the second day of Xmas

Post by Jazcash »

First 2 rows are high poly, second 2 are low poly? But yeh, too hard to tell the difference from this sort of distance which is closer than most players get to their units.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: More trees - on the second day of Xmas

Post by Beherith »

The ones with roots are high poly :)
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: More trees - on the second day of Xmas

Post by Forboding Angel »

The roots are actually a really nice touch. I would like it a bit better if the trunks were darker, but lets be honest, who really gives a flying shit? NICE TREES!
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: More trees - on the second day of Xmas

Post by Jazcash »

Beherith wrote:The ones with roots are high poly :)
Oh wait yeh, that's what I meant. Mixed the rows up in post D: Honest!
Nice stuff though.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: More trees - on the second day of Xmas

Post by Beherith »

I did the UVs of the textures on them like this:
Image

On ALL of the trees, so you can cross-assign textures from groups of trees without touching upspring by just renaming the files. Or you can just easily edit them in photoshop to your desired color.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: More trees - on the second day of Xmas

Post by PicassoCT »

This rocks, they replace standard trees?
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: More trees - on the second day of Xmas

Post by hunterw »

PicassoCT wrote:This rocks, they replace standard trees?
the problem with this is that standard trees for whatever reason dont seem affected by the map's light settings. looks kinda strange on maps with fruity colored lighting like all of mine 8)
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: More trees - on the second day of Xmas

Post by PicassoCT »

who needs photosynthesis if he has selfilumination :wink:
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: More trees - on the second day of Xmas

Post by AF »

PicassoCT wrote:who needs photosynthesis if he has selfilumination :wink:
Mr Bean
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: More trees - on the second day of Xmas

Post by smoth »

PicassoCT wrote:This rocks, they replace standard trees?
too high poly.
Post Reply

Return to “Map Creation”