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Author
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Topic: about the trees...
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li'l bastard Pilot
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posted 11-18- 06:42 AM
I really like the new trees someone I don't remember the name (sorry ) created and I talked to him about them some time ago... right now I'm coming back askin to him , or anybody else, if it's possible to eliminate much of the trees in the airfields (very dangerous!!!) and add more random woods around, as it always looks like u r flying above a desert.... even tanks hunting would be more fun!!!!!li'l b
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Commando Pilot
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posted 11-18- 07:43 AM
The improved trees were Nats.IP: Logged |
Nat Pilot
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posted 11-18- 11:09 AM
you can alter the number of trees by editing the Tree.sm that I made and remove some from it and resave, with the new trees they are not single trees but a number of them in the same SM, so just remove some. As for placing them around our rather barren terrain, that should be possible, but I think TailGunner will be the one that can answer that, I'm not sure on how to place objects on a terrain but TG seems to have gotten this one off to a tee, but again, it means editing the terrain sm file, then it would just be a case of trial and error untill you get the desired effect.IP: Logged |
wakeup tailgunner Pilot
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posted 11-18- 03:32 PM
Adding trees would be fiddly.... placing each one would involve referencing sub models all over. What would work better, would be to use Nat's cluster tree idea, only on a larger scale. Woods!I'll give it some thought! IP: Logged |
Nat Pilot
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posted 11-18- 04:29 PM
TG, although my tress are very very low poly (maybe 12) they hammer frame rates, I think because they are alpha textures, I did make woodlands, but they made SDOE unflyable over Rhineland with just 1 aircraft, I don't know how things would be if we actualy made trees in a X shape and maped them with normal textures though, could be better of FR I dunno, there was quiet a debate when I made the trees about using models instead of Alpha Bilboards, but I never tried them that way. The othewr problem... if you look closly at my trees you'll notice some stick out of the ground from about half way up, this is because SDOE tries to lay a model like this one flat across a terrain instead of against the terrain, so if there are any dips or rises a large woodland can look rather odd with trees in the air, and some just poking out of the ground.. is an interesting thought though, and if we got a good compromise would greatly improve our deserted terrains  IP: Logged |
li'l bastard Pilot
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posted 11-18- 04:59 PM
I think that the X .sm shape would be good, I know the problem about the framerate, but couldn't u edit a wood that can be applied as a ground vehicle? So u can place your trees whererever u want! Even if I think that adding them to the terrain would be the better solution... remember to "cut" them around the airfields!li'l b IP: Logged |
Spanky the Mad Dog Pilot
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posted 11-18- 05:27 PM
Spanky here... I agree with the X idea, try it out, and make it a placeable ground object. In fact make a couple, and X and * and such. then try them out. I still have some cool tree textures from Panzer elite if anyone wants them. IP: Logged |
Nat Pilot
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posted 11-18- 07:34 PM
Lil, I know it sounds like a good idea to be able to place them like a ground vehicle, but it really doesn't work well, if you wanna see what I mean, copy the Tree SM of mine into your Vehicles folder, and create a file called Trees.ppf, inside it put this:Parsoft Property File ( descName "Woodland" ) Now you can add the trees to any terrain using mission editor and see how it works out, for now don't worry about the frame rate, take a look at how they look placed around the terrain, if you think they look OK then we can delve deeper into this
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