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Posted: 07 Feb 2006, 06:22
by smoth
Paapa, just so you know... a peewee is suposed to be about 2 stories tall.
Just food for thought.. but imagine each of these little guys are 2 meters tall:

Posted: 07 Feb 2006, 09:31
by Paappa
smoth wrote:Paapa, just so you know... a peewee is suposed to be about 2 stories tall.
Thats a bit taller than I thought. But only bit. How tall Palm trees are in real life anyway? Tropical trees should be abouth 20 meters or even taller in real life.
Smoth- Just make them as tall as they would be in this reality.
Rocks and Bushes would be nice too as AF said.
And take your time. Map still needs some fixing and ballancing.
Posted: 07 Feb 2006, 13:16
by BvDorp
Awesome map! And why don't just call it 'The Beach'?
Another feature suggestion: some small treehouse, or lodge, hut, whatever. Would look great, and could be used for metal/energy recovery :)
Posted: 07 Feb 2006, 19:06
by smoth
No problem paapa.. I will continue to work on the models. FYI if they look ugly feel free to be harsh... I do not want to texture put it in game and then hear it is ugly because going back would be a pain. So, as I am working on them feel free to say if it is not what you want and you would like a revision of the model where-ever
Posted: 09 Feb 2006, 08:35
by Paappa
Smoth
Dont worry I will tell if I dont like what I see.

Any models done yet? If not any estimates when you could show me some sneakpeeks?
Posted: 09 Feb 2006, 14:32
by smoth
probably tonight on the trees I have an exam in 28 minutes.
Posted: 10 Feb 2006, 01:59
by smoth
:)
I have to finish my clusters.. but here is a quick preview... people PLEASE crtique now, I need to finish this.
-Smoth
Posted: 10 Feb 2006, 06:04
by mongus
some palms are too close. and some are too inclinated to one side, make only some inclinated not all...
the trunk(google translation for tronco(log?)) of those palms dont look that rigth, its bc of the low faces... i know its a feat.. but still doesnt look that rigth..
the leaves are fine, some could be a bit wider.
and, the leaves shouldt all start from the same heigth.. some could start from a bit lower (smaller leaves).
Also, if you look at the pictures posted, you will nottice that almost half of the leaves descibe an arc.. hm.. er.. that first ascends, and then descends... I mean, many leaves point up.. the trunk in this variant is way more bumpy...
You will nottice too, some palms are way more disordered.. like if wind has moved its leaves all over.
Hope it helps some, and better wait for the mapmaker words, and sorry if you where asking only to him, felt like commenting.
Posted: 10 Feb 2006, 07:46
by Paappa
Looks good Smoth Keep on going!
Im not making this map only for myself! Anybody can give some feedback and We will se what can be done.
Mongus "The palm tree expert" summarised it all quite well.
Is it too much asked to have two or tree different kind of clusters and couple of seperat palmtrees? And Smoth add those Coconuts!

Posted: 10 Feb 2006, 07:47
by diggz2k
Maybe on the gradient for the trunk you could have the starting and ending points be a little further beyond the trunk so instead of dark to light to dark you could have a medium light to a light.
Posted: 10 Feb 2006, 07:58
by smoth
sadly, when set as an idividual tree they are using the sphericall collision detection. I did the large clusters to compensate for it.
I can give you idividual trees if you want, however, they will have spherical collision detection. Is that what you want?
Posted: 10 Feb 2006, 09:42
by NOiZE
i thought features used footprint collision
Posted: 10 Feb 2006, 10:03
by aGorm
Ok, Im 98% certain is footprint collisions. We've had huge aruments over it. But not 100% cause I cant remeber what was said. Pathfinding Definatly uses the footprint, its the wepons colissions I cant remember about...
aGorm
Posted: 10 Feb 2006, 10:19
by GrOuNd_ZeRo
Well, I like them palm trees, albeit the fact they still need a little work, I probably couldn't have done much better
Too bad we don't have transparancy and alpha levels for the leaves (hint/hint)
Posted: 10 Feb 2006, 12:07
by Torrasque
aGorm wrote:Ok, Im 98% certain is footprint collisions. We've had huge aruments over it. But not 100% cause I cant remeber what was said. Pathfinding Definatly uses the footprint, its the wepons colissions I cant remember about...
aGorm
It use the result of the footprint AND (and logic) the collision sphere.
Posted: 10 Feb 2006, 15:10
by Paappa
In that case no individual trees but clusters that has only three or two trees in them. One tall and couple of little ones

Posted: 10 Feb 2006, 15:49
by SwiftSpear
Albiet little errors they look very nice, expecially considering the lack of an alpha map.
Posted: 10 Feb 2006, 20:07
by aGorm
Mmmm, surly the normal spring trees manage to make do with just 1 per a square... or od they have there own custom collison boxes. (If so, that sux, and I want them for damed features. dam it.)
Also, those trees look good. But how many pollies are they? Surly you could have spent a few more on the trunk perhaps?
aGorm
Posted: 10 Feb 2006, 20:31
by AF
The spheres seem only to be used for collision detection in the y axis. Remember all those animations zwzsg posted, especially the peewee with the huge collsion sphere and the flashes firing at it, and the explosions happening on the peewee and not on the collision sphere, then the second one proving it was the footprint not the sphere by centreing the sphere on the peewee.
The sphere is used for selection by the mouse and collision detection in the y axis, those who dont believe me go find the animations zwzsg posted and prove me wrong.
Posted: 10 Feb 2006, 20:55
by mongus
Paappa wrote:Mongus "The palm tree expert" summarised it all quite well.

it wasnt hard
*glances at window*
(i can take closer shots of the trunk if you like smoth :)).