Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsShowcase → High Poly [600] TREE MODEL for jk level (stargate) - opinions
High Poly [600] TREE MODEL for jk level (stargate) - opinions
2005-11-03, 2:24 PM #1
I'm not happy with it.

I feel it uses too many triangles and looks unnatural and messy.

But i want your opinion.
Attachment: 8189/TREE1.jpg (60,023 bytes)
Attachment: 8190/TREE3.jpg (18,035 bytes)
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-11-03, 2:31 PM #2
That's the best jk tree I've ever seen period.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2005-11-03, 2:35 PM #3
Just take some of the extra long pieces and move the excess to the sparser places.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2005-11-03, 3:13 PM #4
Juice Meter
|-----------------------------------| x (tree is here)

THE JUICE METER IS OFF TEH SCALE!
2005-11-03, 3:19 PM #5
I have to agree with Vedder on this one... :eek:

The question is, will it look this good in-game, or will all the transparencies be buggy as crap?
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-11-03, 3:54 PM #6
any leaf/branch you see that is translucent in milkshape will be solid in jk.

I was just playing around with alpha blending translucence in milkshape that would be helpful to know on less crap engines.

The advantage to this tree in jk, is that all the branches use very high res textures, and the clipping between invisible black and solid green would be tiny.

Disadvantages would be low framerate.

But this would be the HIGHEST LOD tree, only visible in this form within.... 0.5 jku's or such? trees beyond 3 or jkus would be only 4 polygons, so i can create a realistic outside environment.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-11-03, 4:09 PM #7
OMG, I love it!!!
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2005-11-03, 4:11 PM #8
Best. JK. Tree. Ever. :eek:
ORJ / My Level: ORJ Temple Tournament I
2005-11-03, 6:03 PM #9
that's freakin awesome.. suggestion though.. You might make wooden branches coming out at certain parts. As it is, the trunk doesn't seem to intigrate well with the foliage. I don't know if that would be possible with JK limitations, but something to play around with, perhaps.
If you choose not to decide, you still have made a choice.

Lassev: I guess there was something captivating in savagery, because I liked it.
2005-11-03, 7:04 PM #10
Originally posted by Ruthven:
any leaf/branch you see that is translucent in milkshape will be solid in jk.

I was just playing around with alpha blending translucence in milkshape that would be helpful to know on less crap engines.

The advantage to this tree in jk, is that all the branches use very high res textures, and the clipping between invisible black and solid green would be tiny.

Disadvantages would be low framerate.

But this would be the HIGHEST LOD tree, only visible in this form within.... 0.5 jku's or such? trees beyond 3 or jkus would be only 4 polygons, so i can create a realistic outside environment.

600 to 4? Quite a big jump in quality
</sarcasm>
<Anovis> mmmm I wanna lick your wet, Mentis.
__________
2005-11-03, 7:30 PM #11
It already looks really good, but giving it some three-dimensional branches would probably help improve its realism. As it is, the flatness of the various branches is pretty apparent.
2005-11-03, 8:09 PM #12
Nice work, Ruth. :)
2005-11-03, 8:39 PM #13
It looks really good, but I'd like to see it in a level.
2005-11-03, 8:53 PM #14
Originally posted by Ruthven:
looks unnatural and messy.

Real trees are hardly perfect, but yours looks like an ugly natural tree. I'd make it a little more uniform, a little more "picture perfect" like. Also, you should make several variations so they don't all look the same. Changing height and width would be a great way to start. You can XYZ scale for simple variation, or emphasized on XY for a thinner tree. Scaling only on the Z axis will probably just make it look fat.

Also, Ruth, didn't you have some problem with your Stargate mod where your effects took up too many things?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2005-11-04, 3:27 AM #15
this tree would only be one thing or 2.

The mod effects, like staff weapon bolts and smoke and explosions can create upto 100 things at once.

But if I could make these levels, and someone else makes an installer program, that would also add the "No-Thing-Limit-Patch" files into jk, as well as the level gob and mod gob, then.... no worries!!!


As for the so called "BIG LEAP" in lod detail, i meant this:

within 0.5 jku's the high poly tree would be used (also with a cog that makes the tree affected by damage) using 300-600 polys or so.

< 1 jku's & > 0.5 jku's, tree = 150 polys.

< 2 jku's & > 1 jku's, tree = 50 polys.

< 4 jku's & > 2 jku's, tree = 20 polys.

> 4 jku's 4-8 polies.


These distances and polies are only an estimate.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-11-04, 8:50 AM #16
Trees are hard to get looking realistic in even modern engines it seems. Thats pretty good I think. The up close shot looks excellent, although I agree adding three dimensions to the branches would be very nice there as the flatness is pretty apparent...although not horrible by any means.

Something strikes me as a bit odd about the further back shot, but I can't really put my finger on what it is.
-El Scorcho

"Its dodgeball time!" -Stormy Waters
2005-11-04, 10:05 AM #17
Originally posted by Ruthven:
The mod effects, like staff weapon bolts and smoke and explosions can create upto 100 things at once.

I just wrote a simple COG which calculates the remaining available things in the level and stores it in a bin. In your effect COGs you could scale the effect depending on how many things are left.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2005-11-04, 12:56 PM #18
I'll judge this tree based on an ingame pic. HINT HINT
This is retarded, and I mean drooling at the mouth
2005-11-04, 1:34 PM #19
and Ruth, I like the messiness/non-symmetry of it.
If you choose not to decide, you still have made a choice.

Lassev: I guess there was something captivating in savagery, because I liked it.
2005-11-04, 3:06 PM #20
I'd hang decorations on it.
Stuff
2005-11-04, 3:23 PM #21
even thos already said:

[http://www.chez.com/simpson2000/autres/39.gif] BEST. JK Tree >EVER
The drawings of a fox eating a rabbit illustrate nature's intended course: the weaker species are justly but inevitably devoured without mercy by superior forces. We are those forces. Run, rabbit, run!
2005-11-04, 4:31 PM #22
Originally posted by Ruthven:
But if I could make these levels, and someone else makes an installer program, that would also add the "No-Thing-Limit-Patch" files into jk, as well as the level gob and mod gob, then.... no worries!!!


Just distribute the JK patcher program with the SG mod. It wouldn't add much to the file size. This one does the adjoin limit too. :) http://www.jkhub.net/download/index.php?dlid=53

[edit]
I guess I should also mention that TDiR also uses the No Thing Limit patch's capibilities with more things for beam tails, and spiffy looking 3do particle effects. However, I have the launcher specifically programed to apply the patch to JK.exe upon running the launcher and rpessing the Play TDiR Button. If you're looking for ease of installation and applying the patch, a batch file that moves the files and runs the patcher program could be enough. :)
[/edit]
-Hell Raiser
2005-11-04, 5:56 PM #23
I like it very much.
幻術
2005-11-05, 11:01 AM #24
Wundervoll.

I actually kind of like it without wooden branches...makes it evergreen-y. I still can see why you might want some; it's your call.
2005-11-05, 2:57 PM #25
Pretty ^_^ like it very much
Master! Master!
2005-11-05, 3:36 PM #26
I'd hit it. >.> <.<

I like it, but farther up there's too many spaces where there are no limbs/leaves or whatever that it looks like someone chopped off an entire branch.
I had a blog. It sucked.

↑ Up to the top!