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Grass'O'Matic 3 - Alpha screens #142508
07/21/07 04:01
07/21/07 04:01
Joined: Jan 2003
Posts: 798
New Zealand
Bright Offline OP
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Bright  Offline OP
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Posts: 798
New Zealand
Hey guys,

Just updating you with the latest progress of the new Grass'O'Matic 3 script that is currently in the works. This version has a completely new creation system as seen in GOM 1 and 2. Instead of defining a certain area to generate grass, the grass is now created around the camera from a certain radius in the distance. This allows easy implentation and super fast speeds (and no more pop-up glitches).

Heres some screenshots:



My machine is running with a 2.6GHz Pentium 4 CPU with a Geforce 7600GS and 2 gigs of ram. I can run the script at around 70-80FPS.

The script is in alpha stages. I plan to have a beta advailable to download in the next month or two (it must be perfect )
I will update this thread as the progress ummm... progresses.

Thanks
-Bright

PS: Special thanks to Loopix. I recycled a grass texture from one of his free models.


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Re: Grass'O'Matic 3 - Alpha screens [Re: Bright] #142509
07/21/07 07:10
07/21/07 07:10
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Alberta, Canada
The screens look great. I was wondering if you could add something so that the grass only appears on certain models with flag(x) checked. That way, if you have a road model, the grass will not be put on it, and only the model with a certain flag checked. This is assuming you use a c_trace to detect the ground?


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Re: Grass'O'Matic 3 - Alpha screens [Re: William] #142510
07/21/07 08:15
07/21/07 08:15
Joined: Jan 2003
Posts: 798
New Zealand
Bright Offline OP
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Bright  Offline OP
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Joined: Jan 2003
Posts: 798
New Zealand
Quote:

The screens look great. I was wondering if you could add something so that the grass only appears on certain models with flag(x) checked. That way, if you have a road model, the grass will not be put on it, and only the model with a certain flag checked. This is assuming you use a c_trace to detect the ground?




Yeah, the script does use c_trace. This is a good idea I will implement it

EDIT: New screenshots (118 FPS)

(148 FPS)


Thanks

Last edited by Bright; 07/21/07 08:44.

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Re: Grass'O'Matic 3 - Alpha screens [Re: Bright] #142511
07/21/07 09:10
07/21/07 09:10
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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I'm interested in this. Would you please make a video while flying through a large szene?

Re: Grass'O'Matic 3 - Alpha screens [Re: HeelX] #142512
07/21/07 09:14
07/21/07 09:14

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Is there then always grass or not or will it be possible to define areas with/without/type of grass?

I like tha basic idea of your tool...

Re: Grass'O'Matic 3 - Alpha screens [Re: ] #142513
07/21/07 09:20
07/21/07 09:20
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Antwerp,Belgium
Great to see an updated version Bright, I waited long for this to come
The performance looks great, the grahpics judging for the screens as well, the new methode to apply real time grass while rendering sounds quite creative which expresses in a good framerate I'll be waiting very curious to see it in action !!

Cheers

Frazzle


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Re: Grass'O'Matic 3 - Alpha screens [Re: frazzle] #142514
07/21/07 09:41
07/21/07 09:41
Joined: Jan 2003
Posts: 798
New Zealand
Bright Offline OP
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Bright  Offline OP
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Joined: Jan 2003
Posts: 798
New Zealand
Thanks for your feedback guys.

Quote:


I'm interested in this. Would you please make a video while flying through a large szene?





I'm going to make a video as soon as I create a demo scene to show it off in Won't be long, stay tuned.

Quote:


Is there then always grass or not or will it be possible to define areas with/without/type of grass?

I like tha basic idea of your tool...





So far there are two rendering methods.

The user can place an entity in WED giving it the gom_Activate action. This makes the grass render across the entire map (including terrain and only on blocks with the 'grass' texture assigned to it)

The other method is placing entitys attaching the gom_Sector action to it. Users can setup a range on this entity using a skill which will make a certain type of grass only render around this objects range.

I'll write up a detailed manual to release with the script when its done. This will explain everything


KAIN - Coming soon...
Re: Grass'O'Matic 3 - Alpha screens [Re: Bright] #142515
07/21/07 10:17
07/21/07 10:17
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
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This seems to be complicated - especially when you have an arbitrary level. How about a grass density map?

Re: Grass'O'Matic 3 - Alpha screens [Re: HeelX] #142516
07/21/07 10:37
07/21/07 10:37
Joined: Jul 2006
Posts: 503
Australia
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adoado Offline

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Wow that looks awesome! Good work


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Re: Grass'O'Matic 3 - Alpha screens [Re: HeelX] #142517
07/21/07 10:55
07/21/07 10:55
Joined: Jan 2003
Posts: 798
New Zealand
Bright Offline OP
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Bright  Offline OP
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Joined: Jan 2003
Posts: 798
New Zealand
Quote:

This seems to be complicated - especially when you have an arbitrary level. How about a grass density map?




It is still a work in progress
I'll be a lot easier when its done.


KAIN - Coming soon...
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