Author Topic: The Tree Thread  (Read 20489 times)

y00tz

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Re: Tree - 'Proof of concept'
« Reply #20 on: June 07, 2007, 11:16:37 AM »
'Error shutdown: tree.md2 has too many vertices'

Anyone know the limit?

jitspoe

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Re: Tree - 'Proof of concept'
« Reply #21 on: June 07, 2007, 03:43:36 PM »
Some day in the distant future, I'd like to make the engine foliage friendly.  By this I mean have different levels of details for trees, bushes, and the like, and turn them into billboards at a distance to conserve polygons, allowing for things like woodsball fields with lots of trees.  I believe Far Cry uses this method.

As for the md2 limit -- maybe 4096? 8192?  Some power of two, probably.  If you're hitting the limit, though, it probably won't play well in game.  You should really be using transparent textures for small branches and leaves instead of modeling them.  If blender has an SMD exporter, you could create SKM models (what's used for the players).   I don't think those have a hard limit on vertices.   Still not a good idea to be using thousands of them, though, for a single tree.

Eiii

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Re: Tree - 'Proof of concept'
« Reply #22 on: June 07, 2007, 07:13:45 PM »
Far Cry is the best example of LOD... ever. The models look amazing, the huge number of trees look amazing, and pretty much everything magically runs on not-great computers.

y00tz

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Re: Tree - 'Proof of concept'
« Reply #23 on: June 07, 2007, 10:10:58 PM »
Thanks for the help.  No SKM support, but I think when I buy books again in the fall I'll add a student edition of 3DS on to the bill.

I did create a (very) low quality tree using about 7 tools from 1999 that aren't supported.  :D

Jitspoe (or anyone else who uses QME, I only know of Jitspoe): I created the model in blender but did that yucky texture in QME.  I noticed that the textures it creates are 64x32 or something else that is just ridiculous.  Is there a separate program for texturing a model? 
I mean, obviously I have Photoshop, but can if I use a 512x512 texture instead of 64x64, would it scale it?  I doubt so...

Thanks,
Mike

Eiii

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Re: Tree - 'Proof of concept'
« Reply #24 on: June 07, 2007, 10:42:39 PM »
That looks... dangerous.

lekky

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Re: Tree - 'Proof of concept'
« Reply #25 on: June 08, 2007, 06:25:17 AM »
please make a map full of trees like that, i love it.

T3RR0R15T

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Re: Tree - 'Proof of concept'
« Reply #26 on: June 08, 2007, 09:12:20 AM »
crazy?

y00tz

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Re: Tree - 'Proof of concept'
« Reply #27 on: June 08, 2007, 11:25:59 AM »
Everyone here has heard of Barista 2, right?  I think paintball2 should borrow it's code (quake 2, GPL'd, source available) for the model renderings. Their entities have skinnum, which lets you select different skins, solidstate (collision detection :D)  and more cool stuff.

I took these a moment ago:

Zorchenhimer

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Re: Tree - 'Proof of concept'
« Reply #28 on: June 08, 2007, 11:55:32 AM »
Oooh! Pretty. That comes under what I voted for in the Feature Vote Thread, right?

y00tz

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Re: Tree - 'Proof of concept'
« Reply #29 on: June 08, 2007, 12:01:21 PM »
Oooh! Pretty. That comes under what I voted for in the Feature Vote Thread, right?

Yes sir.  I have no idea how hard it would be for Jitspoe to take a look at it, decide what he likes/needs, and port the code to our engine.  It's cool to see waves in the water on this game.

Edit:  Note the butterflies in the first shot.  :P

Apocalypse

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Re: Tree - 'Proof of concept'
« Reply #30 on: June 08, 2007, 02:20:34 PM »
Awesome trees y00tz there sweet I hope we can get some trees like that in DP.

Termin8oR

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Re: Tree - 'Proof of concept'
« Reply #31 on: June 08, 2007, 02:54:40 PM »
yeah
alot more detail going in and its looking sexy!

jitspoe

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Re: Tree - 'Proof of concept'
« Reply #32 on: June 11, 2007, 05:37:52 PM »
I'm pretty sure you can specify the texture size in QME.  Also, I think the texture coordinates are relative, so if your qme texture is 256x256, you could use a 512x512 jpg and it would still map correctly.  Looks like you pulled that tree out of an early 3D Mario game. :)

I haven't seen Barista 2.  I'll have to check it out.  Looks like it has some COD style trees, and the lighting coming through the trees from the sky/sun is better than I've seen in most games.  If the textures themselves were higher resolution, it would probably look amazing.

y00tz

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Re: Tree - 'Proof of concept'
« Reply #33 on: June 11, 2007, 05:45:06 PM »
Looks like you pulled that tree out of an early 3D Mario game. :)

I know :P I'm trying man.

lekky

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Re: Tree - 'Proof of concept'
« Reply #34 on: June 11, 2007, 06:19:23 PM »
but seriously i love that spiky tree. y00tz can you give me a hi res screenshot for my desktop pls.

b00nlander

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Re: Tree - 'Proof of concept'
« Reply #35 on: June 11, 2007, 11:07:54 PM »
just get a cactus, Lekky 8)

DaRkNeSS

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Re: Tree - 'Proof of concept'
« Reply #36 on: June 15, 2007, 08:07:03 PM »
Jitspoe (or anyone else who uses QME, I only know of Jitspoe)

I use QME, but not for tree models.

WarWulf

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Re: Tree - 'Proof of concept'
« Reply #37 on: June 16, 2007, 11:09:49 PM »
yeah im actually working on my own software right now to create tree branches for models :P




im going to be using it to make some tree models for dp :p and basicly any game i want to use it for lol


i actually write a lot of my own texturing software :P

*edit*

btw your tree branches are very sexy.. :P

ViciouZ

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Re: Tree - 'Proof of concept'
« Reply #38 on: June 17, 2007, 02:49:15 AM »
No offense Uni, but to clarify things they're called leaves not leafs :)

WarWulf

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Re: Tree - 'Proof of concept'
« Reply #39 on: June 17, 2007, 05:44:47 AM »
lol ty