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Re: C&C: The Woods Today [message #195495 is a reply to message #195452] |
Fri, 07 April 2006 16:54 |
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Feetseek
Messages: 239 Registered: February 2006 Location: Los Gatos, California, Ho...
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Looks soo peaceful ..... that is until the tanks come and nukes fly from the sky.
Looking good!
"I wumbo, you wumbo, he, she, wombo, wombo, wombo-ing, wobology, the study of wombo, it's first grade SpongeBob" - Patrick Star.
Burntfirex
Feetseek
Oompaball
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Re: C&C: The Woods Today [message #195548 is a reply to message #195452] |
Sat, 08 April 2006 15:16 |
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I do think the trees look like crap but theres not much you can do about it on the renny engine.
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
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Renegade Forums - Official Drama Perpetuator.
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Re: C&C: The Woods Today [message #196392 is a reply to message #195540] |
Sat, 15 April 2006 09:15 |
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Fabian
Messages: 821 Registered: April 2003 Location: Boston, MA
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Aircraftkiller wrote on Sat, 08 April 2006 17:49 | You mean trees that use only 80 polygons per instance, with a 256x256 texture map, leave more to be desired - especially when they've got 400 instances in the level? You're totally right. I should have made them use the original unmodified 3072x2304 textures, with 3DS Max generated foliage for the branches and trunks at the highest level of detail. I'll get right on that, sir!
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Use less trees? Maybe making a map where you could see so many at any given time wasn't the greatest idea--it seems to be something that could have been done better in heightfield anyway.
I don't know what to tell you, but they look really bad to me. I don't remember trees in official maps or SP levels looking so artificial. I find it hard to believe that those are the best looking trees that the engine can handle, given how many there are in that level. I'm not trying to bust your balls, I'm legitimately trying to offer some constructive criticism... no need to be sarcastic about it.
[Updated on: Sat, 15 April 2006 09:16] Report message to a moderator
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Re: C&C: The Woods Today [message #196424 is a reply to message #196421] |
Sat, 15 April 2006 13:40 |
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Spice
Messages: 1448 Registered: November 2003 Location: Ohio
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General (1 Star) |
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SEAL wrote on Sat, 15 April 2006 16:12 | Just because they were made with photographs of actual foliage, doesn't necessarily mean that they look realistic. Is it possible to do different level of detail for trees? That way trees very far away could just be a single face, etc.
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Yes it is, and that is actually a good idea.
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Re: C&C: The Woods Today [message #196427 is a reply to message #195452] |
Sat, 15 April 2006 14:31 |
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Yea, from far away it could be a single photograph always pointing towards you and as you get closer, make it mor and more detailed.
BTW: The trees do look like crap as they are.
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
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Renegade Forums - Official Drama Perpetuator.
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Re: C&C: The Woods Today [message #196431 is a reply to message #195452] |
Sat, 15 April 2006 15:25 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
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I think it looks great and the trees cant realy get any better than that in renegade. The trench is cool but wont vhicles get stuck it it?
Also I see that you added the not-so-often used GDI guard towers. I like those towers they look cool. Mabe add a tower than you can climb up onto?
PS:Will you let me use youre ren alert nuke in normal ren? You of all people should know how crappy the normal ren nuke is right!?
QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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Re: C&C: The Woods Today [message #196540 is a reply to message #195452] |
Sun, 16 April 2006 08:32 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
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It's not possible. The amount of polygons on-screen at once dictates what LOD Renegade will use, as well as the distance from the model. The more polygons you use, the more Renegade will force LODs down until it's as undetailed as the LOD sequence allows it to be. In something like A Path Beyond, with 20,000+ polygons visible at any one time, Renegade always forces LOD restrictions. No matter what hardware you use, it will make your machine display poorly detailed models. This is obviously a problem, which is why we ditched LOD. It's not worth the very small performance gain it may create.
Another problem is that having each tree be a tile, or object, with a LOD set would recreate that problem listed above. Additionally, the engine would never handle 400+ trees, all as different objects instead of one terrain file. It would have to calculate a lot of unnecessary things in order to have the trees be a tile object proxied in, or placed, on the level. The way I have it set up optimizes framerates and allows the best quality possible without sacrificing your framerate, assuming - of course - that you're using a decent computer to play the level. Even a good computer today wouldn't be able to handle 400+ object trees. The engine isn't built to do something like that. I can't think of many that are, actually.
I personally think anyone saying those trees are "crap" have a very odd definition of the word. The trees offer cover with the leaves and give the effect of a forested area (Much more than any other tree this engine has seen, as they always leave holes that destroy the forest canopy appearance), and they have a pretty high level of detail for the amount of trees that are visible at any one time. So if you don't like them, that sounds like a personal issue to me. I suggest you stop complaining, because I'm not going to change them.
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Re: C&C: The Woods Today [message #196560 is a reply to message #195452] |
Sun, 16 April 2006 11:22 |
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Of course you're not changing them, you bought them!
Thing is, trees in this kind of vegetation mostly leave "holes" as you call them.
They aren't "crap", but they sure could be better (texture appears to be stretched, I don't know if that's due to your display settings). I personally just don't like the way they're done, they just don't fit in, like those 2D barriers ("tree line") you used in previous maps.
Maybe they'll look better with adaptive anti-aliasing enabled...
FUCK
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Re: C&C: The Woods Today [message #196638 is a reply to message #196540] |
Sun, 16 April 2006 16:42 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
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General (1 Star) |
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Aircraftkiller wrote on Sun, 16 April 2006 10:32 | It's not possible. The amount of polygons on-screen at once dictates what LOD Renegade will use, as well as the distance from the model. The more polygons you use, the more Renegade will force LODs down until it's as undetailed as the LOD sequence allows it to be. In something like A Path Beyond, with 20,000+ polygons visible at any one time, Renegade always forces LOD restrictions. No matter what hardware you use, it will make your machine display poorly detailed models. This is obviously a problem, which is why we ditched LOD. It's not worth the very small performance gain it may create.
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So youre saying my computer cant handle it! Youre saying it sucks!
You can insult a mans penis, but when you insult his computer, that, that is just going to far.
QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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