AF wants better trees - Page 2

AF wants better trees

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Shush, I'm allowed to forget these things from time to time!

Thanks, Peet.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Exposing the tree generators parameters to a config file might not be a lot of work, and it could have some very nice results..
Just an idea.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Just a GOOD idea.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Post by Kloot »

I was just messing with that actually:

http://img408.imageshack.us/my.php?imag ... eescv3.jpg

It's not quite as flexible as an L-system, but... ;)
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Bring Back CAP's Windy Trees! 8)
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

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lurker
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Joined: 08 Jan 2007, 06:13

Post by lurker »

Aren't the current trees also the wrong size?
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

CNC3's trees are fairly decent and lowpoly I'd like to add.
ImageImage
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Any progress on this?
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Yes please. Needs moar hawt sex!
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

How are the trees generated anyway? DOes anyone know? Is there jus tlie ka list of peices like "Trunks, branches, leaves" that get randomly aranged and scaled? Or even just 1 peice for each i suspect right now.

It would be no bother for me to create some new peices that would work in such a system if thats how it works.

aGorm

look i refained from mentioning growing trees...)
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