Gamestudio Links
Zorro Links
Newest Posts
Newbie Questions
by fairtrader. 12/05/23 14:22
Zorro Trader GPT
by TipmyPip. 12/04/23 11:34
Square root rule
by Smallz. 12/02/23 09:15
RTest not found error
by TipmyPip. 12/01/23 21:43
neural function for Python to [Train]
by TipmyPip. 12/01/23 14:47
Xor Memory Problem.
by TipmyPip. 11/28/23 14:23
Training with command line parameters
by TipmyPip. 11/26/23 08:42
Combine USD & BTC Pairs In Asset Loop
by TipmyPip. 11/26/23 08:30
AUM Magazine
Latest Screens
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Who's Online Now
4 registered members (AndrewAMD, Quad, soulman3, Ayumi), 675 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
fairtrader, hus, Vurtis, Harry5, KelvinC
19019 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 3 1 2 3
Trees #124417
04/16/07 02:23
04/16/07 02:23
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
Out of boredom, I made some simple trees, testing out
a mix of blocks and sprites.
It is quite simple. The leaves are just sprites facing the camera
all the time.






Re: Trees [Re: Damocles] #124418
04/16/07 05:17
04/16/07 05:17
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
Expert
EX Citer  Offline
Expert

Joined: May 2002
Posts: 2,541
Berlin
Not bad at all, but so many sprites will reduce the framerate. wouldn´t it be better to use one model per tree for all the sprites. Only problem will be the sorting.


:L
Re: Trees [Re: EX Citer] #124419
04/16/07 07:58
04/16/07 07:58
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
I use quite a lot of sprites for one tree.
I would use a LOD then, so that all sprites get removed,
and only a fourth of the sprites (that are larger) get displayed.
All the way, until there is just one sprite per tree.

Putting this into a model gives you the problem, that the sprites dont
face the camera anymore. Beeing a usual tree-model then.

Re: Trees [Re: Damocles] #124420
04/16/07 08:02
04/16/07 08:02
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
we hade some experiments with that system too, its really the best looking way to get a tree. try to use smaller sprites at the top /outsides and bigger/darker in the middle.

Re: Trees [Re: ulf] #124421
04/16/07 08:06
04/16/07 08:06
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Richtig cool wird es, wenn sich die Sprites leicht nach rechts und links neigen, um etwas Wind zu simulieren und wenn sie Schatten auf die Umgebung werfen könnten. Dann hätte man die Funktionalität von Speed-Tree "nachgebaut".


Models, Textures and Games from Dexsoft
Re: Trees [Re: Machinery_Frank] #124422
04/16/07 08:11
04/16/07 08:11
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
Stimmt, die Sprites aussen sollten kleiner sein, und in der Mitte dunkler.
Ich hab auch nur ein recht simplen Sprite aus einem Foto erstellt.
Mit abwechselungsreicheren und der Astrichtung angepassten Sprites sieht es sogar noch
besser aus.
Theoretisch könnte man auch zufällige Trees erstellen. Dazu braucht man ein Baummodel,
welches man per vertexmanimulation im Skript verbiegt. Die Blatt-sprites werden dann
abhängig von der Form zufällig verteilt.
So könnt ohne viel Aufwand einen gerenderten Wald erstellen.
Ist zwar nicht ganz so gut wie "Speed-Tree" dann, aber kommt schon in die Richtung.

Re: Trees [Re: Damocles] #124423
04/16/07 11:23
04/16/07 11:23
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
It would be interesting to make a 'snap to tree(branch)' script, where the lowest part of a sprite branch is the 'anchorpoint'. Just do a trace towards the nearest block and use it's normal, perhaps add a standard deviation to it's angle and rotation to make it less artificial. Could work, although it would be a lot of work for just trees off course.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Trees [Re: PHeMoX] #124424
04/16/07 11:29
04/16/07 11:29
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Die Trees sehen nicht schlecht aus, ich würde aber die Stämme nicht so gleichmässig Dick machen, noch vllt am unterem Ende noch ein Wenig die "Wurzeln" darstellen lassen...

cYa Sebastian


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: Trees [Re: rvL_eXile] #124425
04/16/07 11:51
04/16/07 11:51
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
The treetrunk is quite primitive I know. It is mainly a test for displaying sprites as leaves.
I now work on making a modeltree-trunk, that is randomly deformed.
And the leaves get attached to the tree then.
A bit of "Speedtree for the poor".

Could end in a nice skript for including easy to make random/procedural Trees into a level.

Re: Trees [Re: Damocles] #124426
04/16/07 15:32
04/16/07 15:32
Joined: Jan 2007
Posts: 221
F
Fenriswolf Offline
Member
Fenriswolf  Offline
Member
F

Joined: Jan 2007
Posts: 221
You should have a look at 'alive trees 3d' from Terminal 26. I think they're using the same method for making the trees in their demo.
If their thingy will cost something then maybe you could provide a free alternative.

A user called Gafgar had started writing a similar script in late 2005. I dont know what has happended to it though (here is the thread).

You could try to randomize the sprites' roll once the game starts, to make the pattern repitition of the textures less noticeable!

Page 1 of 3 1 2 3

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1