Features: Trees

Features: Trees

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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Sheekel
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Joined: 19 Apr 2005, 19:23

Features: Trees

Post by Sheekel »

So...how exactly do features work, the wiki didnt tell me much of anything. I cant find them in the spring directory...
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

map tutorials... map forum.
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SinbadEV
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Post by SinbadEV »

rediculously complicated... the basics are covered with http://taspring.clan-sy.com/wiki/Create ... rs_MapConv

they are basically set up as wreakages in the map archive and placed with a feature map during map creation... check the archive format too... http://taspring.clan-sy.com/wiki/Mod_De ... t:Archives
Sheekel
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Post by Sheekel »

SinbadEV wrote:rediculously complicated...
seems everything is ridiculously complicated...

:cry:
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SinbadEV
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Post by SinbadEV »

Wait... I think I know what you are talking about now... the "trees" as trees, are hard coded into the engine and probably show up somwhere in one of the game-data archives... if you want to add those it's much simpler... MMC makes it nice and simple...
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

nah, i wanted to add this:

Image

280 triangles
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

That looks nice ....

Sheekel
If you have a few more trees like that any chance can I
get a few for my next map I'm working on ....
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smoth
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Post by smoth »

Sheekel wrote:nah, i wanted to add this:

Image

280 triangles
Tranparencies of features, models or corpses.. NOT PERMITED IN SPRING.

Have fun with your downloaded model not usable. :\
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

smoth wrote:Tranparencies of features, models or corpses.. NOT PERMITED IN SPRING.

Have fun with your downloaded model not usable. :\
BLAST!

There must be some way to retexture it...something...

What about a UV map?
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

It's already UV mapped. The problem is the engine lacks a way to use the data.

Trust me... if we had transparency, we'd be using it!
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smoth
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Post by smoth »

Argh wrote:It's already UV mapped. The problem is the engine lacks a way to use the data.

Trust me... if we had transparency, we'd be using it!
I second that and raise the topic: What is your newest nano-blobs w.i.p.?
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

Someone should make intermediate trees for a map, that are between normal trees and agorm tree size. That way, they are big enough for units to be obscured underneath, but not so big as to break the engine.

I'm thinking, Rome Total War tree size, pretending that a peewee is the size of a man.
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Argh
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Post by Argh »

NanoBlobs 0.4 is just about done. I'm working on the MegaSheep now, and the Strider is being game-balanced. Since the Strider was "inherited", and not an intentional addition, it's going to take a bit before it's properly balanced.

I'm also seriously considering making a metal mine, MM and energy production plant, to provide a "normal OTA variant" game, with a much, much slower pace, for people whose computers simply cannot handle the current game, along with a version that is just seriously nerfed on workertime/buildtime/costs, again to address people who're having serious problems with performance, and are thus missing out on a very cool game.
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smoth
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Post by smoth »

Warlord Zsinj wrote: I'm thinking, Rome Total War tree size, pretending that a peewee is the size of a man.
pewees are about 15-20 feet tall.
Argh wrote: I'm also seriously considering making a metal mine, MM and energy production plant, to provide a "normal OTA variant" game, with a much, much slower pace, for people whose computers simply cannot handle the current game, along with a version that is just seriously nerfed on workertime/buildtime/costs, again to address people who're having serious problems with performance, and are thus missing out on a very cool game.
I think that would be interesting.
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Das Bruce
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Post by Das Bruce »

smoth wrote:
Warlord Zsinj wrote: I'm thinking, Rome Total War tree size, pretending that a peewee is the size of a man.
pewees are about 15-20 feet tall.
Perhaps these are alien tree's? Ever played the swamp level of SS2?
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smoth
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Post by smoth »

ss2?

I don't know.



ARGHHHHHHHHHHHHHHHHHH!!! just seeing this thread makes me die inside over the fact that we do not have transparencies... why can they not use the BLUE channel for transparencies!?!?!?!?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

smoth wrote:
Warlord Zsinj wrote: I'm thinking, Rome Total War tree size, pretending that a peewee is the size of a man.
pewees are about 15-20 feet tall.
What relevance does that have to Zsinjs post?

You think MAYBE on some ALIEN WORLD SOMEWHERE there might be a tree 100ft tall?

Oh wait, trees already do that on Earth!

And he said 'pretending' a peewee is that size.




Aaaaaaaand that estimation is just speculation, anyway.
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Zoombie
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Post by Zoombie »

I always wanted the tree's to be taller. Much taller.
Sheekel
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Post by Sheekel »

Ghosted buildings are transparent...or is that entirely different
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Das Bruce
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Post by Das Bruce »

Serious Sam II

And yes, that is entirely different.
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