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Damn you, Spring!

Posted: 11 May 2007, 17:00
by SpikedHelmet
I decided to experiment with making a couple of trees using transparency. Unfortunately, it seems my plans have failed.

My first attempt was this:

Image

Looks.. well, kinda retarded. So I went with the good ol' radial type:

Image

Gah! It looks like a green umbrella.

It actually doesn't look half bad from the back:

Image

Unfortunately, with Spring's shading and shadowing it looks like absolute crap from any angle except the completely shaded side. Anyone have any ideas on how I could avoid this? is there a no-shade tag or something for features? Or am I just fucked?

Posted: 11 May 2007, 17:38
by Ishach
O_O

Posted: 11 May 2007, 17:42
by Neddie
From what I've read, you're just going to have to load it down with polygons to make it look better than terrible, through having many layered images with holes of transparency to give the illusion of depth. Lathan and Smoth should be able to help, though.

Posted: 11 May 2007, 18:19
by Pxtl
For your green-umbrella approach, maybe you could hack the normals? The reason they look bad is because you want it to be lit like it faces out from the tree, while it is currently shade like it faces left/right of the tree, correct? I don't know if the converters will let you do that, but maybe you could just twist the face normals (while keeping everythign looking like it is) to face outwards?

Really, though, the best approach would be to have always-perpendicular-to-user billboards within the model, and just have modelled branches with tufts of billboard foliage.

Posted: 11 May 2007, 18:19
by Quanto042
Its a shame tho, cause otherwise those are some nice looking trees. DON"T GIVE UP!!! :evil:

Posted: 11 May 2007, 18:29
by aGorm
Trees can look good... However you might wanna make them a tad more detailed. Mine are probablie overkill, but it shows what the engin can do.

(nach there friggin big so there wont be as many, and so therfor you prob dont want them as high polie as these.)

Image

aGorm

Posted: 11 May 2007, 18:35
by Quanto042
GAH! AGORM! Quit patronizing me with these token screenshots of some crazy map that we won't see for 6 months! Its driving me crazy!!! :X
Nice trees btw.

Posted: 11 May 2007, 19:47
by Forboding Angel
I demand that you release that map now!

Seriously though, that looks nice agorm.


Spiked, try using a box for the tree.

Posted: 11 May 2007, 21:26
by Comp1337
aGorm, that is HAWT SEX

Posted: 11 May 2007, 22:17
by rattle
Low poly tree I made:
http://spring.clan-sy.com/phpbb/viewtop ... 606#144606
Comp1337 wrote:aGorm, that is HAWT SEX
Yeah as usual.

Posted: 11 May 2007, 23:00
by AF
Try putting lots of holes in the texture to lessen the shadows issue, and making the whole shape less uniform

Posted: 11 May 2007, 23:13
by imbaczek
you want to read about billboard clouds. bonus points for finding software that generates them (not sure if anything is released as freeware.)

Posted: 11 May 2007, 23:14
by aGorm
Either ltos is some weird varible name that makes shadows work... or you ment "lots". In which case there are plent of holes, its just that sadows dont currntly (much like refelctions) work with the alpha channel. It would seem the rendering takes place befor the alpha is taken into account... anyway, I have more trees to model. SO you will have to wait anyway. :-) someone can fix shaows while were waiting.

aGorm

Posted: 11 May 2007, 23:15
by AF
Thats just your shadow map, shadows work alright for me.

Posted: 11 May 2007, 23:43
by 1v0ry_k1ng
omfg AGORM TREE MAP

Posted: 12 May 2007, 00:11
by aGorm
Go take a screen shot on the swamp map and prove me that shadoes and refelctions work fine for you and that its just my computer and I will belive you AF.

And yhe... aGorm tree map... :-) 3 trees now. but there all based on the same tree... I think I should make 3 more on a differnn't tree befor I release any more pics. And then I gots to do shrubarys and rocks... so your in for a long wait!

aGorm

Posted: 12 May 2007, 01:09
by jcnossen
shadow pass is rendered without texture, so yeah agorm's right.

Posted: 12 May 2007, 03:33
by Warlord Zsinj
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)

Posted: 12 May 2007, 04:34
by Erom
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.

Posted: 12 May 2007, 05:15
by Dragon45
AF wrote:Try putting lots of holes in the texture to lessen the shadows issue, and making the whole shape less uniform
alantai loves things with open holes and no uniforms