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ForrestFeatures

Posted: 01 Aug 2013, 13:37
by PicassoCT
Made some Forrest Features..
Image
pro:
denseForrestation

con: looks a little toony

springrts.com/phpbb/download/file.php?m ... 2eada23204

Re: ForrestFeatures

Posted: 01 Aug 2013, 13:39
by Beherith
Really cool. By the way, my only gripe is that the texture on the tips of the trees is a tad stretched.

Re: ForrestFeatures

Posted: 01 Aug 2013, 15:43
by enetheru
nice!

Re: ForrestFeatures

Posted: 01 Aug 2013, 15:54
by enetheru
Ok i has a question..

Why s3o? is there some restriction on your software? are there some features not supported in a more common format. some tools that you use that makes s3o easier to work with. is it faster in the engine???

Re: ForrestFeatures

Posted: 01 Aug 2013, 15:59
by Beherith
Because upspring is rather easy to use, s3o's require no extra work, and there are no features in other formats that are needed for this? The only problem with s3o is the fact that they are hard to load under linux. I have an obj-s3o converter that is perfect, and is in python so it's pretty cross platform.

Re: ForrestFeatures

Posted: 01 Aug 2013, 16:03
by Anarchid
I have an obj-s3o converter that is perfect, and is in python so it's pretty cross platform.*
* only for single-piece models

Besides, single-piece obj's can be included as-is.

Extracting a multi-mesh (multi-piece) s3o into any editable format is, afaik, nigh-impossible without doing it piece-by-piece, hollywood slasher style.

Re: ForrestFeatures

Posted: 01 Aug 2013, 16:38
by Beherith
Except no. It works for multiple pieces, preserves object hierarchy, preserves ALL info in s3o.

So if you do an s3o->obj->s3o conversion with it, everything is retained.

Re: ForrestFeatures

Posted: 01 Aug 2013, 17:56
by enetheru
cool, i'm glad there aren't any technical reasons.

your converted has helped me out a lot already..

Re: ForrestFeatures

Posted: 02 Aug 2013, 11:16
by Anarchid
Except no. It works for multiple pieces, preserves object hierarchy, preserves ALL info in s3o.
Oh, my bad, i thought obj couldn't support multiple meshes as such.

Can i has? I'd put it to a few uses :)

Re: ForrestFeatures

Posted: 02 Aug 2013, 11:28
by Beherith

Re: ForrestFeatures

Posted: 02 Aug 2013, 11:43
by PicassoCT
Image

I was actually fascinated how lowpoly you can get and still get away with it- just by having dense foliage- not just one tree standing there, but a group, something that really looks like a forrest.

And yes, i could go higher detail- with a corresponding alpha... and all that. But are those expenses visible 99 % of the time?

Not denying that some forrests inn game look fantastic..
Image

Re: ForrestFeatures

Posted: 02 Aug 2013, 16:01
by smoth
PicassoCT wrote:Image
concept, that isn't in game and working. PA has terrible art. It belongs in an I-phone game.

Re: ForrestFeatures

Posted: 02 Aug 2013, 21:46
by PicassoCT
Actually i find it does quite decent- it captures the essentials why not wasting tons of money into invisible details..

Re: ForrestFeatures

Posted: 03 Aug 2013, 00:43
by smoth
eh, I find that they have abstracted away all visual appeal.

Re: ForrestFeatures

Posted: 03 Aug 2013, 12:03
by Petah
I find they have incorporated their own visual appeal.

Re: ForrestFeatures

Posted: 03 Aug 2013, 12:17
by PicassoCT
If you gonna make a projekt with that scale and aim- if you get any more detailed with a budget that small- it will kill you.

Re: ForrestFeatures

Posted: 03 Aug 2013, 17:40
by smoth
so they skimp on quality to make a macro "rts"

Re: ForrestFeatures

Posted: 04 Aug 2013, 01:39
by scifi
Now i agree if it looked as good as in the concept art. :(
But still that concept art shows how low poly can look great!
(with badass shaders).
concept, that isn't in game and working. PA has terrible art. It belongs in an I-phone game.
You could argue that for a supcom "clone" that is PA, supcom 2/1 graphics and gameplay are 100 times better, why waste time to remake that into planet form.

However i dont think the graphics are "THAT" bad, man I-phone come on...