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Trees: Edit maps for better Trees

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12 years ago





We can have the same good looking Trees in spring too, just some guys how know how to edit map, and change the ugly Trees of the most popular maps.

Models:
http://svn.ta3d.org/ta3d/trunk/src/ta3d/objects3d/

To export them to s3o or 3do that spring support, use 3DMEditor:
ftp://downloads.ta3d.org/binaries/windows/dev/0.6/


Some link useful links:

3DMeditor 2 - manual:
http://ta3d.org/forums/viewtopic.php?f=8&t=1129

Some 3DMEditor2 features:
http://ta3d.org/forums/viewtopic.php?f=12&t=1713

Upspring:
http://springrts.com/wiki/Upspring

Original topic were them let us use their models (its GPL) and even give us the tools to do so:
http://springrts.com/phpbb/viewtopic.php?f=10&t=22549
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12 years ago
My video card says ow.
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12 years ago
One of the big problems with trees is the semi-random scattering. It's awful. They should be in clusters or better yet, as strategic line of fire and movement blockers (Really hard to do well).
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12 years ago
Pxtl if you are worried about performance fear not:
http://springrts.com/phpbb/viewtopic.php?p=421726#p421726
That trees models do not use much GPU, them can even run it in max on a INTEL GMA 950, and i heard every Glaive uses hundreds of triangles, from the models treads in this very forum, so Spring/ZK is more CPU limited that GPU limited....

Trees will have no real impact in FPS, and you can even disability their rendering in setting if you want too...
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12 years ago
models are not problem for modern spring.. pathing/nano/terrain deformation/particles etc are
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12 years ago

One more SS to at least stimulates mappers to use it in the new maps them make, if them do not want to edit old ones.
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12 years ago
There are not many if any mappers which read this forum.
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12 years ago
burn the trees!!!!
BURN THE TREES!!!!
im all for the idea of paving over the map, it sounds good
trees get in the way of my laser cannons
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10 years ago
i like these trees. are there spring-converted versions and possible feature definitons for these?
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FIrankFFC
10 years ago
did you just rez 2 years old thing
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10 years ago
yes indeed thats what i did :) but it was linked in other thread, its still relevant.
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Those are not Spring Engine trees, though some might have been ported to Spring Features package. Apparently, they're for a whole separate attempt to remake OTA in 2010 called ta3d.

You can find the models here, apparently the format is Rhino3d, a proprietary format . Conversion will be required, and i'm not sure that, for example, Blender can do it. Unless someone did the work already, the feature definition files would have to be redone. And i'm not even sure where they put the textures.

Maybe their own bundled modelling utility can do something if it hasn't bitrotten into nothing since then.

Using features for trees in Spring is a rather unpleasant experience, since they will simply disappear when crushed, so you get to choose between tolerating that or making trees uncrushable. When shot, they will also just disappear, no fire, no animation. But of course it still looks better.

(!invok knorke to explain that there are workarounds and their cost)

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quote:
workarounds and their cost

Workaround 1: listen to FeatureDestroyed, draw a collapsing tree. If the animation is done through rendering functions, it might be complicated to do; you could also spawn a fake unit to do this which on the other hand might be somewhat inelegant (technically being an (unfriendly) unit might cause problems with existing nuggetry).

Workaround 2: have them be Gaia units instead of features. This amplifies the downsides from the previous point but the transition is seamless and there is less complication. Probably bad for trees, but might work decently for large, singular features with gameplay implications (like path-blocking rocks or such).
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10 years ago
quote:
Workaround 1

I think what knorke did was forbid the feature from being destroyed in the callin, then rotate it 90 degrees over a period of time, then remove it.
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"bitrotten" ? You mean corrupted? Did just download, and it worked fine.

Texture and model are in the same file, the i used "Export" it did give me the converted model (s3o or obj) and the texture just fine too.

If you guys think using Trees was a Feature is "too much work", maybe the tree in spring engine itself could be updated?
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"bitrotten" means that the code has become too deprecated to do the job, usually due to changing data standards or workflows of other programs.
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Well, so i guess that did not happen (talked to Anarchid, him did not download 3DMeditor), and i did just send model and texture of palm-tree and pine-tree to @[meh] (Original poster of http://zero-k.info/Forum/Thread/9969 ), him going to work on it tomorrow. Anyway anyone can download it and see for them-self (better to export to obj format).
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