[Vegetation] Jungle Fever CONTINUED
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Re: [Vegetation] Jungle Fever CONTINUED
Nice jungle! This is a bit OT but I do remember the DEVS saying something in the mapper guidelines about the undergrowth system being phased out since it does not render far away. Only grass below eye level when prone was supported. This is because it sucks to be unseen by an enemy two meters away but being shot by someone 100 meters away. Also, it gives uneven advantages to people who lower their terrain detail in options, since the undergrowth does not render as far as on the higher settings. Its hard to tell if you have undergrowth in your video, so im just giving you a heads up in case you missed it.
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Re: [Vegetation] Jungle Fever CONTINUED
of course it did looks empty, sometimes you guy seems to only look at pictures and videos without reading what its about. I was just testing the performance with only one Tree type, i wanted opinion about the lod transtion and quality of that tree.DenvH wrote:It looks nice but it looks empty on the ground.. maybe you could make some mid level, low level vegetation too... So it will a bit more dense.
Kind of like that, maybe with some jungle ferns and such.
i'm planning to make at least 3 variants in 4 sizes plus 3 or 4 "area denial clusters", when I set everything up you'll can tell me if its looks empty.
agreed, the new shape of Jatoba lod1 -76trisWilkinson wrote:With such a drastic LOD Drop the Visual effects are horendus. Though the BF2 Engine is more than suckish, this is probably the best fix-up we can probably provide. Try giving LOD1 50-60 more tris. see if it changes anything. Only time we will probably see AIR Assets are going to be 4KM in PR's Future. so this can be useful then.Otherwise it's all ground attack.
i didn't noticed any performance drop with this new lod
here's three more trees to the family
the family together
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Re: [Vegetation] Jungle Fever CONTINUED
Shoot a new Vid when you can. New Lods Look very Nice
Though when mapping I'll be probably be making pockets of fields on my 4kms for Helicopter landing. If you do add air support I suggest it's not AS Dense. Or some areas are dense while some are not.
Anyway LOD Details:
What if we slimmed the trunk to give the Tops of trees more . Ground troops might suffer though.. :/
Let's see what the vid shows.
Excellent work Salmonella
Though when mapping I'll be probably be making pockets of fields on my 4kms for Helicopter landing. If you do add air support I suggest it's not AS Dense. Or some areas are dense while some are not.
Anyway LOD Details:
What if we slimmed the trunk to give the Tops of trees more . Ground troops might suffer though.. :/
Let's see what the vid shows.
Excellent work Salmonella
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Re: [Vegetation] Jungle Fever CONTINUED
another video, this time with all models avaliables
i'm having serious problems on the collisons meshes, i dont know how to set them to allow bunchs of small tree just under the big ones, not replacing then.
i'm having serious problems on the collisons meshes, i dont know how to set them to allow bunchs of small tree just under the big ones, not replacing then.
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Re: [Vegetation] Jungle Fever CONTINUED
wow!
awesome!
very good!
I think the ground of rain forest like Amazon is little yellow and brown than green.
After all the sun can not reach the grass on floor. There are only dead leaves and dead branchs on the ground.
awesome!
very good!
I think the ground of rain forest like Amazon is little yellow and brown than green.
After all the sun can not reach the grass on floor. There are only dead leaves and dead branchs on the ground.
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Re: [Vegetation] Jungle Fever CONTINUED
in that video, funny how small everyhting seems pretty sweet, keep it up. I would love to see a jungle map in a future PR release!Salmonella wrote:another video, this time with all models avaliables
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Re: [Vegetation] Jungle Fever CONTINUED
appreciate the suggestions, i'm far from the end on this, I only finished 6 of 12 planned trees, and i'm already bored/upset with this.
modeling trees is harder than it seems, you have to make magics good looking trees with shitty 90 polys or else you are punished with monstruous laaaag.
modeling trees is harder than it seems, you have to make magics good looking trees with shitty 90 polys or else you are punished with monstruous laaaag.
Last edited by Salmonella on 2009-12-01 19:27, edited 1 time in total.
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Re: [Vegetation] Jungle Fever CONTINUED
you have to use the banana-phone to call those trees[R-COM]162eRI wrote:Will you add lianas, ivy, great variety of ferns and banana trees (don't know how to call those trees LOL) ?
I can't wait to play on a jungle map like this, will be the best warfare PR has ever seen
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Re: [Vegetation] Jungle Fever CONTINUED
looks great, but I'm afraid it's going to be a laggy hell for low end computer users:S
I'm also wondering if there'll be any changes with the Ai handling forests(normally they snipe headshots through 200m dense foiliage...
I'm also wondering if there'll be any changes with the Ai handling forests(normally they snipe headshots through 200m dense foiliage...
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Re: [Vegetation] Jungle Fever CONTINUED
It'll be a Re-inactment of Joint Operations haha, lil more realism and an endless supply of DPVs! Chinooks! & Apaches!H.sta wrote: I can't wait to play on a jungle map like this, will be the best warfare PR has ever seen
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Re: [Vegetation] Jungle Fever CONTINUED
Hey man Good start on the new trees . Firstly i like to agree with you that makeing good looking overgrowth with effective lods is a real nightmare... and on that note here's some feedback
I think you should try to sort out these floating leaves before you get to far...
These trees don't really look at all natural. firstly the trucks have nothing but strait lines Also the leaf planes are too flat and noticeable maybe try using more pollys?
I think you should try to sort out these floating leaves before you get to far...
These trees don't really look at all natural. firstly the trucks have nothing but strait lines Also the leaf planes are too flat and noticeable maybe try using more pollys?
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Re: [Vegetation] Jungle Fever CONTINUED
that is my main concern, beauty with performance, otherwise i'll be here making 15k polys treesWakain wrote:looks great, but I'm afraid it's going to be a laggy hell for low end computer users:S
agreed, but like I said before, i'm planing to make new textures, so I didn't spent time in UV mapping, just applied an automatic mapping im maya.[R-DEV]GhostDance101 wrote: I think you should try to sort out these floating leaves before you get to far...
No way of using more polys, to add one subvision on each branch i'll need 6 extras tris.[R-DEV]GhostDance101 wrote: These trees don't really look at all natural. firstly the trucks have nothing but strait lines Also the leaf planes are too flat and noticeable maybe try using more pollys?
In the first tree you have 4 branches = 24 tris
24/72 = 33% more tris = 33% more lag
the same for the others
and believe me, the last video its barely playable on my system that could be called a "mid-low" one, 8800gt & AthlonX2 6400
Last edited by Salmonella on 2009-12-01 21:07, edited 2 times in total.
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Re: [Vegetation] Jungle Fever CONTINUED
F'n awesome guys. Can't wait to play them The shadow that it casts really adds a new feel to the game!!
Killing the enemy sylently
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Re: [Vegetation] Jungle Fever CONTINUED
Dude From my experience with the bf2 engine, when it comes to overgrowth, the one main thing above all others that kills performance is density of objects. Because as you move through them it has to fade between the main geometry to the lod. For each individual object which is more taxing than the normal lod system for statics where it just switches.Salmonella wrote:
No way of using more polys, to add one subvision on each branch i'll need 6 extras tris.
In the first tree you have 4 branches = 24 tris
24/72 = 33% more tris = 33% more lag
the same for the others
and believe me, the last video its barely playable on my system that could be called a "mid-low" one, 8800gt & AthlonX2 6400
so if you want densely placed small trees with better performance you will need to export them in clusters maybe 10 or more in a group give them extra long trunks to sick deep into the ground so that way you wont have any problems on steep terrain. that should preform a lot better.
But the main geometry should have more polys!!! focus on getting the shape of the trees more natural and organic!!!
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Re: [Vegetation] Jungle Fever CONTINUED
and if I convert them to clusters via .con files, as statics? i've done this before but for other purposes, and I noticed perforcance changes, not so much but for better...
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Re: [Vegetation] Jungle Fever CONTINUED
No not in the con file. Here's an example of what i mean.
Last edited by GhostDance101 on 2009-12-02 02:39, edited 1 time in total.
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Re: [Vegetation] Jungle Fever CONTINUED
I understood what you said on the first post, I was just wondering if "clustering" them via .con may give the same effect. Do you ever tried it?
Hey, how you make the lod projections, I mean how you convert the final tree into 2 planes?
You make it by textures baking or what?
I'm making this projections with "maketopofworldscreen" function of bf editor, but it doesn't give the best results due the lightning and AA settings.
Hey, how you make the lod projections, I mean how you convert the final tree into 2 planes?
You make it by textures baking or what?
I'm making this projections with "maketopofworldscreen" function of bf editor, but it doesn't give the best results due the lightning and AA settings.
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Re: [Vegetation] Jungle Fever CONTINUED
Here is a short vid hope it helps.
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