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Here we go again...

Posted: 19 May 2007, 14:10
by aGorm
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However this time it will be finished. Just a shot of how the new Tree map is coming along, as you can see... Miles better than the old one.

Currently there arn't enough trees, so I'll be upping te hdensity (prob to about double) and most of the trees are the same size... I'm goona re scale and rotate them a bit for more variety.

I also need to moddel a hell of a lot of ground folige...

But it is coming!

aGorm

Posted: 20 May 2007, 03:24
by mufdvr222
aGorm, those trees look awesome 8)

Posted: 20 May 2007, 08:29
by SinbadEV
...and all we needed was texture transparency.

How are you working out the collision detection "issues" involved?

Posted: 20 May 2007, 10:28
by aGorm
There arn't any... well, no more than on Lan Stans swamp map anyway.

aGorm

Posted: 20 May 2007, 11:13
by PicassoCT
Yeah, you know this is quite often asked - and you could have used the searchfunction of the board. But here is the Answer - the "unnamed" Screenshots with the Trees are of Agorms Treemap. Yes it will be released soon. How soon ? No Idea.. just ask Agorm.


Oh, its Agorm posting.. - sorry i shouldn`t use this Copy&Paste Answers after every Treemap Screenshot...

;)

Posted: 20 May 2007, 17:57
by aGorm
In light of them fixing shadows... More screens shots! Im in a good mood :-)

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LONG LIVE THE DEV'S.

aGorm

Posted: 20 May 2007, 20:56
by PicassoCT
Named Screenshots... big sigh of Relief.. Thx Agorm and great Stuff.. only missing ...



Release..

Posted: 21 May 2007, 00:47
by Quanto042
OMFG. The most beautiful map in the history of of spring.

My eyes water in its presence.

Posted: 21 May 2007, 12:20
by LBPB
omg top notch !

sweetest map ever

Posted: 21 May 2007, 16:19
by hrmph
very nice.

Posted: 21 May 2007, 16:27
by LathanStanley
Are the water alpha channel reflections working right on features? :shock:

I can hardly tell?

anyways, its pretty nice, I'd add a tad more than just the trees though myself, it looks to be worth the effort to put the extra 10% in.. :wink:

Posted: 21 May 2007, 16:53
by Runecrafter
LathanStanley wrote:Are the water alpha channel reflections working right on features?
No they are not. If you look at the 3rd screen shot you can see square reflections from the tree tops in the water. I remember seeing the same prob on your map BlackLake Swamp. :(

Posted: 21 May 2007, 17:56
by aGorm
However shadows are fixed. Im goona start bugging teh devs on the water next... :-) Along with make a load of ground folige and rocks.

A mappers job is never over...

aGorm

Posted: 21 May 2007, 20:06
by LathanStanley
aGorm wrote:A mappers job is never over...
aGorm
tell me about it.. :roll:

Posted: 22 May 2007, 21:22
by aGorm
Oh, and yhe... Theres a hell of alot more features to add... rocks, shrubs, rocks on shrubs, frens, ferns on rocks on shrubs, Knights that say "Ni!", ... the list goes on.

aGorm

Posted: 23 May 2007, 06:30
by mufdvr222
aGorm wrote:Oh, and yhe... Theres a hell of alot more features to add... rocks, shrubs, rocks on shrubs, frens, ferns on rocks on shrubs, Knights that say "Ni!", ... the list goes on.

aGorm
Don`t forget the little white picket fence for that shrubery :wink:

Posted: 26 May 2007, 23:25
by aGorm
Hummm... finaly got some folidge down... though at teh moment this reduces my FPS to about 20 in top down and about 10 if I'm in a more secaninc shot. So some of teh folidge will have to go. (Never mind, just means I'll have clearings, which you get anyway)

Oh you wan't a screeny of it??

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Bob couldn't see the wood for all the trees...

aGorm

Posted: 26 May 2007, 23:49
by Boirunner
Words phail me. Wow.

Posted: 26 May 2007, 23:56
by aGorm
Well.. this is (if we assume we start takeing time from when I first made the first version of the tree map) about 2 years in the making...

Seeing as you made me happy... More screens! Fixed up the folidge.. tehre are now only 11000 feature (aprox) on the map insted of 20000.

Currently ferns are crushable by peewees... I need someone to explane how the hitdensity works. Is it casue the ferns currently have to metal value that a high hit density doesn't stop them being crushed? Obviosly I'd like big thing to cruch them but peewee... they can walk around. :-)

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aGorm

Posted: 27 May 2007, 02:50
by Boirunner
I can't wait to play this. I didn't even know such things were possible with the Spring engine. It's sad that I won't get to play it at the settings that were used to make the screenshots at over 10 fps. :(