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Author
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Topic: New Trees
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Nat Pilot
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posted 04-27- 06:20 PM
OK, I've done what I think works well for SDOE right now, if you like them, it's posted up in my groundunits section (yes I know, I really should make a misc section now)If you see anything wrong (like a tree not touching the ground) let me know and I'll fix it, it's hard to tell in OPS what will be on the ground and what wont with all the parts spread out, but I didn't see anything when I flew with them. Here's a lil (big) pic of them as they are now... ------------------ JV~44 "Naturlich" If you can't beat em.... out run em! there again, you could go buy a shiny new F4U, and kick some butt!!! Nats FS-SDOE Site
[This message has been edited by Nat (edited 04-27-2000).] IP: Logged |
Spanky the Mad Dog Pilot
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posted 04-27- 06:34 PM
SPanky here.. SO you just place them like any ground unit? How did you place them without putting any on roads? Looks kinda cool BUT they look somewhat sureal and they repeat alot i think of it to work nicely we shall have to have LOTS of different types
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Spanky the Mad Dog Pilot
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posted 04-27- 06:36 PM
SPanky here.. Oh yeah Could you humor me for a couple and make some of thoes trees like i wanted? so we can do some frame rate test with them? they look so much better Just 2 polys intersecting each other and maybe one or 2 polys horizontal for thickness from above
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Nat Pilot
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posted 04-27- 06:45 PM
Spanky, they simply replace the exhisting tree.sm file, so theyget placed where the old tres were... yes, they look a little sureal.. but the textures just seem to "mush up" unless your really close. the fact that they didn't turn up in the middle of roads, or buildings for that matter is pure luck, you never know what you might find somewhere else on terrains, just too maney places to look, so if anything is found untoward, I hope I'll get told.I tried your suggestion of intersecting meshes to form a X but it looed crappy in SDOE, you could see the X plain and clear, so for now I've gone with this one until I or someone else maybe finds a better solution.. anyway, looks better with these than the other ones I think ) IP: Logged |
bjorn Pilot
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posted 04-27- 06:47 PM
Looks great. A welcome addition if it doesn't kill frame rates. Don't these look huge, though, when comparing with nearby buildings? _ /Bjorn.
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Nat Pilot
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posted 04-27- 06:51 PM
thats because they are trees and not bushes Bjorn the buildings are all single story, so I made sure the trees were taller than then, all but the church which is taller ofcourse.The trees I modled are actually only about 30ft high, which I think is about usual for a fully grown tree, maybe the buildings are just too small.. lol IP: Logged |
Werner Molders Pilot
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posted 04-27- 07:19 PM
Nat, great job! It's always nice to see people probing different parts of SDOE. I hope you stick with this and are able to release it your polished work sometime. Nicely done!Werner  ------------------ It's coming... The NEW bcatp! Stay tuned for details! IP: Logged |
Jerry Pilot
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posted 04-27- 07:21 PM
Nat, don't forget the Palm trees for the Pacific terrain.And maybe some vinyards for France. And hops fields for Germany, and.....hmmmm.....what grows in North Africa?  IP: Logged |
Tailslide Pilot
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posted 04-27- 07:31 PM
That looks great! Could I trouble you for a direct link to the file? IE5 keeps locking up on me when it gets partway through loading the first page of your site. TS
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Nat Pilot
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posted 04-27- 07:39 PM
Thanks Guys  The little things are nice sometimes  Tail, here's the direct link, maybe it's my Java kicking you (hope not) http://members.xoom.com/naturlich/terrain.zip Jerry, nice thought.. lol, should be too hard.. the placement will be a bitch though.. lol IP: Logged |
Spanky the Mad Dog Pilot
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posted 04-27- 08:55 PM
Spanky here.. Yes we definatly need some Palm trees. I think north africa trees would be dry scrub trees and some palms also. depending on the section of the map. IP: Logged |
Sv Pilot
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posted 04-27- 09:48 PM
Very cool Nat! Makes the terrain texture look bland next to it  ------------------ -Sv =FC= WWI in SDOE!
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spin Pilot
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posted 04-27- 09:56 PM
Save your time on the palm trees. Download the island terrain. There are some very nice palm trees in that terrain - actually the island terrain is really amazing.IP: Logged |
Nat Pilot
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posted 04-27- 10:05 PM
so what are you saying SV? That I should re~work the Rhineland Texture? You know it'll be something like a 9mb download right? Don't get me wrong, it's easy enough to do (wish there was a Re-Dicer prog)  IP: Logged |
Spanky the Mad Dog Pilot
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posted 04-27- 10:25 PM
Spanky here.. Spin. Are they 3d or 2d billboard like the ones we are using? I havn't played it forever.
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slk unregistered
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posted 04-27- 10:28 PM
Very nice,Jerry, Helmut weed grows in Africa, Bjorn I have a 90ft Sycamore in my yard, looks good to me. 30ft for a mature tree is maybe a fruit tree, Apple, Cherry, etc. On the other side of my house I have a 100ft Black Locust. Looks good to me, any improvement to the terrain files looks good to me. Thanks Nat... Psi IP: Logged |
Jerry Pilot
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posted 04-27- 10:58 PM
Nat, quick, we need a Helmut weed sm. hehe(Can you smoke it?) IP: Logged |
JT Pilot
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posted 04-28- 12:50 PM
Nat,For the trees, I think you could get away with smaller tifs. Personally speaking, I would rather see 4 or 5 different kinds of trees even if it meant less resolution. With 4 or 5 different tree types, it's scary to think how real this could look when you really start mixing it up. IP: Logged |
slk unregistered
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posted 04-28- 02:07 PM
Jerry, OOOHHHHHYYYYYYAAAAA................BabyIP: Logged |
Nat Pilot
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posted 04-28- 04:19 PM
JT, You're right, I was doing a little more last night, made the tif's 50% smaller and was able to add 2large and 1 small Fir Tree, with slightly better FR, once I've finished tinkering and got what I think looks/works best I'll post to the site again and let you guys know.SV's right though, about the texture map itslef looking bland now, I guess it always did, but we never really paid attention to it, thing is, it's a damn hard job to rework, I don't mean redoing the texture, it's a pain but not hard, but actually making it look right in the area of trees wil be hard, knowing exactly where on the texture you have to add different effect/colors will be almost (almost) impossible IP: Logged |
Spanky the Mad Dog Pilot
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posted 04-28- 09:21 PM
Spanky here... K nat. Take a look at these for ideas. Or maybe just use them if you can. As a bitmap the whole thing was only 1meg. If you want the original bitmap let me know. There is more too. 
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Biggles Pilot
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posted 04-28- 09:42 PM
I just put the trees on and flew a Ju-188 right through them! Ripped the wing clean off! What more fun could anyone want? Very good idea Nat and well done! Totally cool!Now, if you'll all excuse me, I have some wings to rip off....! IP: Logged |
Sv Pilot
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posted 04-28- 09:46 PM
Where the hell did you get those Spank? They look awesome!!!-Sv IP: Logged |
Spanky the Mad Dog Pilot
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posted 04-28- 10:00 PM
Spanky here.. SV thats from Panzer Elite. It has great trees like the ones I want the 2 or 3 overlapping polys and you can take them down with your tank they are all over the landscape
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JT Pilot
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posted 04-28- 10:27 PM
Spanky, We can have more trees if Nat just leaves them as one poly and billboards them. Nat, Any idea when you'll have the entire landscape covered?
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Nat Pilot
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posted 04-29- 12:06 AM
LOL, The meshes have a slight angle in them, whu I don't know, why put an angle in a mesh thats billboarded? Anyway, I'll take it out and see what happmes.Spanky!!! They are EXACTLY whats needed, they are perfect as they are in the post, about the right size so no worries, I'll copy them and start making some nicer trees  I still don't think I can add too many even if the FR is good, main reason is the placement of the trees on the terrain, if I add more you can be sure they'll start growing out through buildings etc. What we could do with is somone thats able to put a new tree sm into the terrain aswell as the old one, so we can put trees anywhere. But either way, those are easy good enough to make decent trees with, nice one Spanky. Never thought a few trees in a flight sim wou;d rouse so much response  ~Nat~ IP: Logged |
Jerry Pilot
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posted 04-29- 12:32 AM
Nat, that's because trees have a natural appeal to DOGfighters. At the count of three everyone groan. IP: Logged |
Royohboy Pilot
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posted 04-29- 05:27 AM
Nat,I have written a re-dicer program, it's lying around somewhere on my HD. IIRC the problem with it was that you really need a lot of memory. Mail me if you want it. Peter IP: Logged |
Royohboy Pilot
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posted 04-29- 11:06 AM
I have found the re-tile program and uploaded it to the web. You can download it at http://www.mcnett.org/fst/users/pwuesten/untile.zip IP: Logged |
Sv Pilot
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posted 04-29- 01:33 PM
Royohboy,I downloaded your app, but I am having problems: I batched all the dover terrain tiles to bmp files and put them all in my c:\terra directory, they are named doverSuper0.bmp to doverSuper399.bmp I moved your untile2.exe file in there as well. Now a the dos prompt I do: c:\terra> untile2.exe doverSuper 20 Is this right? Nothing happens, no errors or anything! No file. What am I doing wrong? I have 256 megs memory, Athlon 600, and no other apps running... Thanks! -Sv IP: Logged |
Nat Pilot
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posted 04-29- 02:24 PM
Rpy! What were you thinking of keeping a program like this quiet!!!  I've just downloaded it and I'll take a look in a sec. The slowest part or re working a terrain for me is always putting the crap together at the start, so damn laborious it takes me ages caus I just get pissed off with it. Nice one Roy, gonna try it out now  ~Nat~ IP: Logged |
Royohboy Pilot
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posted 04-29- 06:29 PM
I haven't looked at the code for quite some time. I'll have another look to see what's causing the problems, SV. Meanwhile you might try changing the filenames to something shorter (i.e. DOS-like, don't know how good the proggie handles long names).Nat, you're right, I should have upped this prog sooner, but it's just a dirty litle hack. While we're at it, writing a prog that dices up the large file into SDOE-tiles naming them correctly should be possible, too. Peter IP: Logged |
Nat Pilot
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posted 04-29- 06:50 PM
Roy, Dicer that comes with Parfile Tools by Hippie does this, split a super tif into 256*256 textures leaving no seams  IP: Logged |
Sv Pilot
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posted 04-29- 07:43 PM
Roy,I renamed all the files to d0.bmp - d399.bmp - I get the same results. I am doing this now: c:\terra> untile2.exe d 20 It does nothing. If I try to run it again, I get GPF errors reported in the DOS window. Something about "Shutting down Allegro" and "Exiting due to signal SIGSEGV" Thanks, -Sv IP: Logged |
Spanky the Mad Dog Pilot
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posted 04-29- 11:16 PM
Spanky here... JT. yeah i nkow its a trade off. But you cna't tell me that the other trees don't look 10x better. I really can't stand those bill boarded suckers just slap 2 of those into one and turn off billboarding/ Maybe do both and have the bill bording ones for forests and the others around airfeilds so they look better while we take off. I wish you could tell the billboarded one to not face you directly. Maybe have a switch so it could be 10,20,30,40 degrees off so they could be randomized I bet that would look TONS better. IP: Logged |
Spanky the Mad Dog Pilot
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posted 04-29- 11:25 PM
Spanky here.. K here is some more... Use them wisly  BTW can't you just make them a regualer SM ground object so mission makers can use them how they want? I think that would rock. THen we could release a small tree pack. [This message has been edited by Spanky the Mad Dog (edited 04-29-2000).] IP: Logged |
Spanky the Mad Dog Pilot
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posted 04-30- 12:45 AM
Spanky here... mmmm I can't wait. IP: Logged |
Royohboy Pilot
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posted 04-30- 03:32 AM
SV, Nat,maybe we should take the untile-discussion to the Tech-Talk-section. I won't have any time to look into the code until tonight. SV, you might try running untile under clean DOS meanwhile (not the windows DOS-box). You'll need the Dos-extender in the same dir as untile.exe. The DOS-extender is here: ftp://ftp.uni-bochum.de/pub/simtelnet/gnu/djgpp/v2misc/csdpmi4b.zip
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