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Re: Trees
[Re: Damocles]
#124418
04/16/07 05:17
04/16/07 05:17
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Joined: May 2002
Posts: 2,541 Berlin
EX Citer
Expert
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Expert
Joined: May 2002
Posts: 2,541
Berlin
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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
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Re: Trees
[Re: ulf]
#124421
04/16/07 08:06
04/16/07 08:06
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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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
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Re: Trees
[Re: PHeMoX]
#124424
04/16/07 11:29
04/16/07 11:29
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Joined: Apr 2005
Posts: 3,076 Germany, NRW
rvL_eXile

3D Artist
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3D Artist
Joined: Apr 2005
Posts: 3,076
Germany, NRW
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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
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Re: Trees
[Re: Damocles]
#124426
04/16/07 15:32
04/16/07 15:32
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Joined: Jan 2007
Posts: 221
Fenriswolf
Member
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Member
Joined: Jan 2007
Posts: 221
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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!
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