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Re: Trees [Re: Fenriswolf] #124427
04/16/07 15:47
04/16/07 15:47
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
Nice Demo on Terminal 26.
Yes I remember this post from Gafgar.
I just do this for fun. (allways wanted to do those kind of trees)
I am working on a "procedural" tree trunk generator.
And also on a method for LOD of the trees later.

Will be free then as an easy to implement skript. ... I did not see this method in any game project here jet.

Re: Trees [Re: Damocles] #124428
04/16/07 18:40
04/16/07 18:40
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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


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Re: Trees [Re: frazzle] #124429
04/16/07 20:57
04/16/07 20:57
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Posts: 4,305
I am doing currently really boring work in counting vertecies of my "generated" tree-trunk.
Results later

Re: Trees [Re: Damocles] #124430
04/17/07 21:39
04/17/07 21:39
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
Here first Pictures with random trees. Every tree looks (more or less) different.
The structure of the tree gets dynamically maniulated.
First test, will be improved.








Re: Trees [Re: Damocles] #124431
04/18/07 02:16
04/18/07 02:16
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
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
Re: Trees [Re: xXxGuitar511] #124432
04/18/07 13:18
04/18/07 13:18
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
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



Re: Trees [Re: Damocles] #124433
04/18/07 14:22
04/18/07 14:22
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
Posts: 6,904
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.
Re: Trees [Re: HeelX] #124434
04/18/07 14:28
04/18/07 14:28
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
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.

Re: Trees [Re: HeelX] #124435
04/18/07 22:09
04/18/07 22:09
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Quote:

The most yet effective software for game development I came across is called "tree[d]".




Thanks for this info.

Quote:

Well, currently gile[s] 2 is in development and since A7 will handle different UV sets...




This is interesting. Are you sure about that? I did not see something like that at the beta site. Even at the forecast site I could not find infos about a second uv-set.

But it would be a really cool thing for the future.


Models, Textures and Games from Dexsoft
Re: Trees [Re: Machinery_Frank] #124436
04/18/07 22:20
04/18/07 22:20
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
Posts: 6,904
This is from the beta page. I assume that this adresses the 2nd UV set request - ventilator works on a plugin which will do this.

ent_setmesh can be used to change the mesh of an entity, f.i. for adding lightmapping data.

I posted a request in the gile[s] forum wether there will be a "buy gile[s] 1.xx now and get gile[s] 2.0 for free" period, because I dont want to buy gile[s] and later I have to spend another hat full of golden coins for version 2.0

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