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".
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
smaller trees are GhostDance's trees
model 2 & 3 - kind of jatoba
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.
Re: [Vegetation] Jungle Fever CONTINUED
Posted: 2009-11-26 03:01
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?
Re: [Vegetation] Jungle Fever CONTINUED
Posted: 2009-11-26 03:22
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?
Re: [Vegetation] Jungle Fever CONTINUED
Posted: 2009-11-26 03:46
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
Re: [Vegetation] Jungle Fever CONTINUED
Posted: 2009-11-27 06:02
by Salmonella
once more,
Re: [Vegetation] Jungle Fever CONTINUED
Posted: 2009-11-27 06:25
by ReadMenace
Trees providing ground cover.. NEVAR!
EXCELLENT JOB!!!
-REad
Re: [Vegetation] Jungle Fever CONTINUED
Posted: 2009-11-27 06:56
by lilkilla
looks awsome
Re: [Vegetation] Jungle Fever CONTINUED
Posted: 2009-11-27 07:35
by Redfox
Looks awesome really like them can you tell us polygons and tri count?
Re: [Vegetation] Jungle Fever CONTINUED
Posted: 2009-11-27 08:33
by Glimmerman
Nice tree m8, brings a more of diversity, so thats alwaays a good thing
Re: [Vegetation] Jungle Fever CONTINUED
Posted: 2009-11-27 14:57
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.
Re: [Vegetation] Jungle Fever CONTINUED
Posted: 2009-11-29 17:54
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.
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?
Re: [Vegetation] Jungle Fever CONTINUED
Posted: 2009-11-29 18:01
by Hauteclocque
Just take the numbers after the "=" in your youtube link.
Re: [Vegetation] Jungle Fever CONTINUED
Posted: 2009-11-29 18:09
by Mj Pain
Here..
Re: [Vegetation] Jungle Fever CONTINUED
Posted: 2009-11-29 20:54
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?
Re: [Vegetation] Jungle Fever CONTINUED
Posted: 2009-11-29 21:05
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.
Re: [Vegetation] Jungle Fever CONTINUED
Posted: 2009-11-29 21:07
by *APG* <=130192=>
lol...no chance to drop troopers into the wood
We need fast ropes!
Re: [Vegetation] Jungle Fever CONTINUED
Posted: 2009-11-29 21:43
by Amok@ndy
i wanna play tarzan
Re: [Vegetation] Jungle Fever CONTINUED
Posted: 2009-11-29 21:56
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.
Kind of like that, maybe with some jungle ferns and such.