Gradius wrote:That's why you sink them slightly, but whatever.
wont work on the steep hills im using here, even to have a group of 2-3 trees would immediately cause either HUGE sinking on one or massive over hangs on the other... i want this map to look nice.
nub wrote:That will work in most cases but if the terrain in a certain spot varies enough, some of the trees will look awkward because they're so far in to the ground. You'd honestly be better off importing parts of the terrain in to Max (or whatever program you use) then placing your tree models accordingly, delete the terrain, then compile that tree group as a single model. It would certainly take much more time but it would be worth it if you want to get the best look possible.
however i dont want the map to take up loads of space on the HD becuase ive bespoke made 100 or so tree groups and there are 100 model files to download

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nub wrote:And as for the trees themselves, I would definitely try and make them as low poly as possible, as well as making their collisions as cheap but reasonable as possible. Just making the trunks collide should be perfect. Just use a really low poly cylinder primitive; like 6 sides or something.
Yep, im using a 5sided cylinder and thats all, just like the last trees i made they'll have loads going all the way down to a few faces for billboards i think. but ill try and make this look a lot nicer.
nub wrote:Oh and for the sake of texture memory, try and make all the trees use the same materials. Well, that's a given if they're all the same type of tree, but I've seen games where there's one texture that several different models used (Metro 2033 in particular). Like a "collage" of UV maps.
Good plan but i dont think ill have more than a few seperate models (some rocks, some trees) and anything thats a similar type of model will share the same texture for sure.



Here are some 3d skybox shots from the new level im working on, just need to fix the texture differences (due to the detail texture im using on the ground making it slightly darker than the default texture im using on the skybox) i hope thats the only problem... Im sure the source engine uses different methods for lighting models than it does for lighting displacements... hopefully nothing i cant cover up. The skybox mesh is just over 5000tris and i plan on doing some serious backface culling on it too since the player only really sees it from one position all the time.
Ive now intergrated this project into my 3rd year university dissertation/research report and im going to treat this thread like a journal and possibly include a link to this thread in my hand in.

i hope thats ok with everyone, please tell me now if that bothers anyone or is breaking some rules in interlopers.
Cheers for all the input again guys! Keep the ideas and suggestions coming, its always nice to hear someone else's perspective on something.
I was using func_details way before it was cool.