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Re: Trees
[Re: Damocles]
#124428
04/16/07 18:40
04/16/07 18:40
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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If you did this just for fun, I can tell you that you've done a quite nice job with those trees  I which I could spend my "boring time" like that  Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: Trees
[Re: Damocles]
#124430
04/17/07 21:39
04/17/07 21:39
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Joined: Jan 2003
Posts: 4,305
Damocles
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OP
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Joined: Jan 2003
Posts: 4,305
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Re: Trees
[Re: Damocles]
#124431
04/18/07 02:16
04/18/07 02:16
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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Nice work. I only have two criticisements. The trees do not cast shadows  And all the sections of leaves are pointing in the same direction. Even if it's not pointing away from the branch, I think you should give it some kind of "random" angle.
xXxGuitar511 - Programmer
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Re: Trees
[Re: xXxGuitar511]
#124432
04/18/07 13:18
04/18/07 13:18
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Joined: Jan 2003
Posts: 4,305
Damocles
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Here is the Free Tree Generator skript. It uses a basic tree, and alters it properties randomly, to make a variation of trees. Just insert the model into the level, and include the wdl. There could be a lot of more effort put into it. So see yourself what you can alter. For example a windanimation is relatively easy to make. Also the treemodel is quite simple, so look at the technique I used, and create an improved one. This skript uses bone animation, so unfortunatly it is only useful for Com and Pro. tree_generator.zip 2.8 MB 
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Re: Trees
[Re: Damocles]
#124433
04/18/07 14:22
04/18/07 14:22
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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Indeed, the tree demo is beautiful, but on the other hand it is extremely slow. I had "just" 30 fps on my machine and this is way too "expensive". I would need at least 50. Nevertheless, it looks very promising. Maybe they port it to LiteC and A7 when it comes out, so that it beenfits from the new renderer. @Damocles: why do you apply an alpha value onto some of your sprites? This doesnt look good at all. Beside, nice thing. I'm in the need of (many) good looking tree models. So, I tried different programs and trials. Its a bad situation at all: most programs suck for game development. Some are good, but then they do not offer enough possibilities to customize the tree. I have to decide wether I buy premade models or a software so that I can generate my own. The most yet effective software for game development I came across is called "tree[d]". It is written by the maker of gile[s] and is free, though, you can only read these files with gile[s]. So if you own a gile[s] license, its great for you. Gile[s] can save all meshes to other formats, so gile[s] would be the converter for these trees. Here is a GIF animation I captured: this is a tree I made with a few clicks with the preset textures and sprites and it looks cool.  Well, currently gile[s] 2 is in development and since A7 will handle different UV sets gile[s] will be a great tool for 3rd party illumination (radiosity!). I dont know if I buy this with the power to use tree[d] or if I buy premade models from loopix, terminal26 and so on. Uhm.. I dont know. But I'm sure that I won't use a slow method since I plan to make heavy use of trees and plants. Sprite entities are too slow and I can't rely on a plugin that isnt ported yet to liteC (that terminal26 thing and/or Sphere2).
Last edited by HeelX; 04/18/07 14:26.
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Re: Trees
[Re: HeelX]
#124434
04/18/07 14:28
04/18/07 14:28
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Joined: Jan 2003
Posts: 4,305
Damocles
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Well, I included quite a lot of trees, and quite a lot of sprites per tree. There could be less sprites per tree, and also a LOD, that cuts of a percentage or the spites in the distance. The alpha value just looked better, making the single sprites look less "obvious", when many sprites couple it looks smoother.
This is not a fully tuned demo, it should mainly show using sprites as leaves, and a boneanimation to create dynamic variance in the trees.
With a decent LOD, it can be much faster, but I dont want to do too much work on that.
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