[Vegetation] Jungle Fever CONTINUED

Discussion pertaining to the PR Brazilian & FARC Forces faction
TheLean
Posts: 483
Joined: 2009-03-15 20:26

Re: [Vegetation] Jungle Fever CONTINUED

Post by TheLean »

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.
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Vegetation] Jungle Fever CONTINUED

Post by Salmonella »

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.
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.
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.
Wilkinson 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.
agreed, the new shape of Jatoba lod1 -76tris
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i didn't noticed any performance drop with this new lod

here's three more trees to the family
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the family together
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Vegetation] Jungle Fever CONTINUED

Post by Wilkinson »

Shoot a new Vid when you can. New Lods Look very Nice :D
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 :D
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ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: [Vegetation] Jungle Fever CONTINUED

Post by ma21212 »

now we need a Skyraider and napalm from EOD.....well done
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Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Vegetation] Jungle Fever CONTINUED

Post by Salmonella »

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.
Badmiojo
Posts: 4
Joined: 2008-03-25 15:12

Re: [Vegetation] Jungle Fever CONTINUED

Post by Badmiojo »

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.
WeeGeez
Posts: 842
Joined: 2007-10-08 21:30

Re: [Vegetation] Jungle Fever CONTINUED

Post by WeeGeez »

Salmonella wrote:another video, this time with all models avaliables
in that video, funny how small everyhting seems :p pretty sweet, keep it up. I would love to see a jungle map in a future PR release! 8-)
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Cheap computer build / fast track upgrade for slow computer for PR > Guide
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Vegetation] Jungle Fever CONTINUED

Post by Salmonella »

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.
Last edited by Salmonella on 2009-12-01 19:27, edited 1 time in total.
H.sta
Posts: 1355
Joined: 2006-12-07 12:40

Re: [Vegetation] Jungle Fever CONTINUED

Post by H.sta »

[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) ?
you have to use the banana-phone to call those trees :-P

I can't wait to play on a jungle map like this, will be the best warfare PR has ever seen
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [Vegetation] Jungle Fever CONTINUED

Post by Wakain »

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... :p
WeeGeez
Posts: 842
Joined: 2007-10-08 21:30

Re: [Vegetation] Jungle Fever CONTINUED

Post by WeeGeez »

H.sta wrote: I can't wait to play on a jungle map like this, will be the best warfare PR has ever seen
It'll be a Re-inactment of Joint Operations haha, lil more realism and an endless supply of DPVs! Chinooks! & Apaches! :shock: 8)

:p
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Cheap computer build / fast track upgrade for slow computer for PR > Guide
GhostDance101
Retired PR Developer
Posts: 473
Joined: 2008-05-24 20:19

Re: [Vegetation] Jungle Fever CONTINUED

Post by GhostDance101 »

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
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I think you should try to sort out these floating leaves before you get to far...

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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?
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Vegetation] Jungle Fever CONTINUED

Post by Salmonella »

Wakain wrote:looks great, but I'm afraid it's going to be a laggy hell for low end computer users:S
that is my main concern, beauty with performance, otherwise i'll be here making 15k polys trees
[R-DEV]GhostDance101 wrote: I think you should try to sort out these floating leaves before you get to far...
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: 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?
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
Last edited by Salmonella on 2009-12-01 21:07, edited 2 times in total.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Vegetation] Jungle Fever CONTINUED

Post by sylent/shooter »

F'n awesome guys. Can't wait to play them :D The shadow that it casts really adds a new feel to the game!!

Killing the enemy sylently
GhostDance101
Retired PR Developer
Posts: 473
Joined: 2008-05-24 20:19

Re: [Vegetation] Jungle Fever CONTINUED

Post by GhostDance101 »

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
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.

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!!!
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Vegetation] Jungle Fever CONTINUED

Post by Salmonella »

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...
GhostDance101
Retired PR Developer
Posts: 473
Joined: 2008-05-24 20:19

Re: [Vegetation] Jungle Fever CONTINUED

Post by GhostDance101 »

No not in the con file. Here's an example of what i mean.
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Last edited by GhostDance101 on 2009-12-02 02:39, edited 1 time in total.
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Vegetation] Jungle Fever CONTINUED

Post by Salmonella »

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.
GhostDance101
Retired PR Developer
Posts: 473
Joined: 2008-05-24 20:19

Re: [Vegetation] Jungle Fever CONTINUED

Post by GhostDance101 »

Here is a short vid hope it helps.
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