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Trees
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Your Computer Offline
SCAN ME!

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Post: #11
RE: Trees
(08-07-2012 09:24 AM)Robosprog Wrote:  My custom story will melt your computer anyway so..



[Image: challenge-accepted.png]

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08-07-2012 06:20 PM
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Statyk Offline
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Post: #12
RE: Trees
(08-07-2012 06:20 PM)Your Computer Wrote:  
(08-07-2012 09:24 AM)Robosprog Wrote:  My custom story will melt your computer anyway so..



[Image: challenge-accepted.png]
I'd like to get in on this as well as I've tested areas surpassing the default FarClipPlane of the player view. Not a single frame drop upon increasing the view distance, so it must have simply been a minimum preference.

08-07-2012 09:39 PM
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Robosprog Offline
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Post: #13
RE: Trees
(08-07-2012 09:39 PM)Statyk Wrote:  
(08-07-2012 06:20 PM)Your Computer Wrote:  
(08-07-2012 09:24 AM)Robosprog Wrote:  My custom story will melt your computer anyway so..



[Image: challenge-accepted.png]
I'd like to get in on this as well as I've tested areas surpassing the default FarClipPlane of the player view. Not a single frame drop upon increasing the view distance, so it must have simply been a minimum preference.
This is about thrice the farclip thing, and it's filled with entities, script areas, lights etc..
When it's ready I'll send it to you two for testing.

08-07-2012 11:25 PM
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Danny Boy Offline
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Post: #14
RE: Trees
(08-07-2012 08:44 AM)Traggey Wrote:  These look alright, however what most people would want to use them for is creating giant forrests, it seems to be a theme around here.

In which case they wouldn't be efficient at all, from what I can tell you're using a hell of a lot polygons to shape the leaves, I suggest you lower that ammount.
Thats why Zbrush's decimation master plug in is so awesome Smile

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(This post was last modified: 08-08-2012 12:33 AM by Danny Boy.)
08-07-2012 11:56 PM
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Kman Offline
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Post: #15
RE: Trees
(08-07-2012 09:24 AM)Robosprog Wrote:  
(08-07-2012 08:44 AM)Traggey Wrote:  These look alright, however what most people would want to use them for is creating giant forrests, it seems to be a theme around here.

In which case they wouldn't be efficient at all, from what I can tell you're using a hell of a lot polygons to shape the leaves, I suggest you lower that ammount.
My custom story will melt your computer anyway so..
That's... Not exactly a good thing. I made a level once that literally was so crazy that people that claimed they'd never gone below 30 FPS on any game said that they were averaging 5-10 FPS, so what'd I do? I committed genocide on Amnesia's book models (library map). Un-optimized maps are a massive immersion killer, having reasonable FPS on your maps is just as important as any other aspect of a custom story.

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08-08-2012 01:08 AM
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Robosprog Offline
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Post: #16
RE: Trees
(08-08-2012 01:08 AM)Kman Wrote:  
(08-07-2012 09:24 AM)Robosprog Wrote:  
(08-07-2012 08:44 AM)Traggey Wrote:  These look alright, however what most people would want to use them for is creating giant forrests, it seems to be a theme around here.

In which case they wouldn't be efficient at all, from what I can tell you're using a hell of a lot polygons to shape the leaves, I suggest you lower that ammount.
My custom story will melt your computer anyway so..
That's... Not exactly a good thing. I made a level once that literally was so crazy that people that claimed they'd never gone below 30 FPS on any game said that they were averaging 5-10 FPS, so what'd I do? I committed genocide on Amnesia's book models (library map). Un-optimized maps are a massive immersion killer, having reasonable FPS on your maps is just as important as any other aspect of a custom story.
Yeah, that's the hardest part of making this, but I'm not going to stop now, going to do the best I can for both performance and level design, so yeah..

(This post was last modified: 08-08-2012 11:45 AM by Robosprog.)
08-08-2012 11:43 AM
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Your Computer Offline
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Post: #17
RE: Trees
So Blender comes with a plug-in called Sapling that does pretty much the same thing. Here's a tree i generated with it. Turns out to have 2364 tris. Tree [d] tends to generate a trunk and branches without leaves with over 2k tris, even for the default tree. The default for Sapling generates just over 1k tris without leaves. This can be lowered by reducing the amount of branches and increasing the size of the leaves to give a more fuller illusion.


.jpg  Amnesia 2012-08-10 14-18-37-62.jpg (Size: 89.97 KB / Downloads: 82)

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(This post was last modified: 08-10-2012 07:23 PM by Your Computer.)
08-10-2012 07:22 PM
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The chaser Offline
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Post: #18
RE: Trees
(08-10-2012 07:22 PM)Your Computer Wrote:  So Blender comes with a plug-in called Sapling that does pretty much the same thing. Here's a tree i generated with it. Turns out to have 2364 tris. Tree [d] tends to generate a trunk and branches without leaves with over 2k tris, even for the default tree. The default for Sapling generates just over 1k tris without leaves. This can be lowered by reducing the amount of branches and increasing the size of the leaves to give a more fuller illusion.
Where is that plug-in?
In my CS there will be a lot of forests, and always pines will be boring.

Trust me, I'm an engineer.

http://www.moddb.com/mods/the-otherworld (WIP)
http://www.moddb.com/mods/the-chasing (Released)

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09-06-2012 10:25 PM
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Your Computer Offline
SCAN ME!

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Post: #19
RE: Trees
(09-06-2012 10:25 PM)The chaser Wrote:  Where is that plug-in?
In my CS there will be a lot of forests, and always pines will be boring.

File > User Preferences > Addons > Add Curve > Sapling.

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09-06-2012 11:04 PM
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