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Features: Trees
Posted: 02 May 2006, 03:05
by Sheekel
So...how exactly do features work, the wiki didnt tell me much of anything. I cant find them in the spring directory...
Posted: 02 May 2006, 03:29
by smoth
map tutorials... map forum.
Posted: 02 May 2006, 04:04
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
Posted: 02 May 2006, 04:46
by Sheekel
SinbadEV wrote:rediculously complicated...
seems everything is ridiculously complicated...

Posted: 02 May 2006, 05:09
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...
Posted: 03 May 2006, 02:39
by Sheekel
nah, i wanted to add this:
280 triangles
Posted: 03 May 2006, 02:55
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 ....
Posted: 03 May 2006, 03:09
by smoth
Sheekel wrote:nah, i wanted to add this:
280 triangles
Tranparencies of features, models or corpses.. NOT PERMITED IN SPRING.
Have fun with your downloaded model not usable. :\
Posted: 03 May 2006, 04:04
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?
Posted: 03 May 2006, 04:42
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!
Posted: 03 May 2006, 06:19
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.?
Posted: 03 May 2006, 08:54
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.
Posted: 03 May 2006, 09:07
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.
Posted: 03 May 2006, 21:28
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.
Posted: 04 May 2006, 00:13
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?
Posted: 04 May 2006, 00:50
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!?!?!?!?
Posted: 04 May 2006, 02:07
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.
Posted: 04 May 2006, 02:08
by Zoombie
I always wanted the tree's to be taller. Much taller.
Posted: 04 May 2006, 02:27
by Sheekel
Ghosted buildings are transparent...or is that entirely different
Posted: 04 May 2006, 03:01
by Das Bruce
Serious Sam II
And yes, that is entirely different.