[Vegetation] Jungle Fever CONTINUED

Discussion pertaining to the PR Brazilian & FARC Forces faction
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

[Vegetation] Jungle Fever CONTINUED

Post by Salmonella »

Thankfully to GhostDance's trees, we finally could start making our maps, we really appreciate the donation of the materials, the trees are real great, but in some point it lacks in "Amazonian style".

https://www.realitymod.com/forum/f196-p ... ost1102384

If you Google for "Amazon forest" you'll see what I’m talking about, massive trunks and wiiiideeeee "tree tops"(I don't know how to say "Copas" in English)
Inside the jungle you barely can see what is above the trees and vice-versa

At first glance there’s no problem using vBF2, PR or GhostDance's trees to create that effect, but we all know that BF2 engine its very limited, if you need 120K trees to do that occlusion, the engine simply can't handle, even on top systems the fps its very low, almost unplayable.

With wider trees you can get the same effect with 50% less polygons, so i've started to created new tree models based on this principle, "wider it’s better", hhuhuhuh.

model 1- kind of sumauna tree
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smaller trees are GhostDance's trees
model 2 & 3 - kind of jatoba
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the tree on the background is the taller of GhostDance's trees.

They are not finished and I’m not working on textures for now, that’s why they look so similar.
Last edited by Salmonella on 2009-11-26 02:06, edited 2 times in total.
Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: [Vegetation] Jungle Fever CONTINUED

Post by Tomato-Rifle »

Those trees are huge, they're nice, but i'm worried that the texture of going to look horrible when you ingame standing next to the trunk and its going to be so un-detailed that close up. you know what i mean?
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Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: [Vegetation] Jungle Fever CONTINUED

Post by Bringerof_D »

awesome, i love jungle maps...although lately i've been stuck in cities since jungle maps seem to empty servers

also, same issue as tomato. are the textures going to be redone/increased detail?
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Vegetation] Jungle Fever CONTINUED

Post by Salmonella »

no no no, when using tileable textures, instead of stretching you repeat the textures, so you have the same detail no matter what the size of your object.

i didn't spent much time in this models UV's, cause I'm planning to make new textures for it, I just applied a automatic mapping
Last edited by Salmonella on 2009-11-26 04:23, edited 1 time in total.
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Vegetation] Jungle Fever CONTINUED

Post by Salmonella »

once more,
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ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: [Vegetation] Jungle Fever CONTINUED

Post by ReadMenace »

Trees providing ground cover.. NEVAR!

EXCELLENT JOB!!!

-REad
lilkilla
Posts: 42
Joined: 2009-11-08 19:43

Re: [Vegetation] Jungle Fever CONTINUED

Post by lilkilla »

looks awsome
Redfox
Posts: 106
Joined: 2008-09-27 08:06

Re: [Vegetation] Jungle Fever CONTINUED

Post by Redfox »

Looks awesome really like them :) can you tell us polygons and tri count?
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http://www.realitymod.gamefan.cz - Project Reality CZ/SK and Czech Army Forces web
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: [Vegetation] Jungle Fever CONTINUED

Post by Glimmerman »

Nice tree m8, brings a more of diversity, so thats alwaays a good thing :)
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Vegetation] Jungle Fever CONTINUED

Post by Salmonella »

[R-COM]Redfox wrote:Looks awesome really like them :) can you tell us polygons and tri count?
model 1 - 974 tris
model 2,3 - 1237 tris
model 4 - 721 tris

that is in LOD0, in LOD1 i'm aiming to recude by 50%, and LOD2 to a maximum of 10 tris

ghostdance's trees have 900-1200 LOD0, 200-300 tris LOD1 and NO lod2
trees like de Dedicious(found in korengal valley) uses 300tris LOD0 and fucking 4 tris in lod1, and still makes the map laggy

the FPS drop when overviewing the jungle, is cause you see thousands of trees at same time.
tweaking the lods and viewdistance I think i'll get the ground cover effect without poor performance.
Last edited by Salmonella on 2009-11-27 15:13, edited 1 time in total.
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Vegetation] Jungle Fever CONTINUED

Post by Salmonella »

hey folks, I really like an opinion on this

like a said before, i'm trying to make the "jungle occlusion" effect with minor FPS drop, so I need to find the right spot between polycount and beauty
this test uses the model 3, with 1096 tris in lod0 that its shown up to 150meters and lod1 with 28 tris that is shown beyond 150 meters.

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it runs smooth as silk on my system(8800gt, amd x2 6000), always above 60fps.
the point is, do the overall quality and lod transitions worth the fps gain?
Last edited by Salmonella on 2009-11-29 18:10, edited 1 time in total.
Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: [Vegetation] Jungle Fever CONTINUED

Post by Hauteclocque »

Just take the numbers after the "=" in your youtube link. ;)
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Mj Pain
Posts: 1036
Joined: 2008-05-07 21:18

Re: [Vegetation] Jungle Fever CONTINUED

Post by Mj Pain »

Here..
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Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [Vegetation] Jungle Fever CONTINUED

Post by Priby »

Maybe you should make a trunk for lod1 too. Or do you think they wont be seen if you get all the undergrowth on the map?
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Vegetation] Jungle Fever CONTINUED

Post by Wilkinson »

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.
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*APG* <=130192=>
Posts: 57
Joined: 2009-02-18 15:16

Re: [Vegetation] Jungle Fever CONTINUED

Post by *APG* <=130192=> »

lol...no chance to drop troopers into the wood ;)
We need fast ropes! :D
Last edited by *APG* <=130192=> on 2009-11-29 21:09, edited 1 time in total.
Reason: Gramma^^
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Vegetation] Jungle Fever CONTINUED

Post by Amok@ndy »

i wanna play tarzan :D
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DenvH
Posts: 208
Joined: 2008-01-01 09:17

Re: [Vegetation] Jungle Fever CONTINUED

Post by DenvH »

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.

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Kind of like that, maybe with some jungle ferns and such.
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