Author Topic: Trees: A Simple Solution?  (Read 280 times)

Offline Furious

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Trees: A Simple Solution?
« on: October 16, 2003, 01:06:15 PM »
Love the trees from the air, but on the deck they turn into a razor's edge.

My useless idea:

add a conical trunk and rotate the 2d planes of foliage 5-15 degrees from horizontal, with each plane have a different level of rotation.


ignore as desired.

Offline Batz

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Trees: A Simple Solution?
« Reply #1 on: October 16, 2003, 01:11:35 PM »
made same suggestion here, except for the "conical" trunk I suggested just make the layers of the tree "conical" or an inverted "bowl" to give them a thickness.

Here
« Last Edit: October 16, 2003, 02:06:02 PM by Batz »

Offline Rutilant

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Trees: A Simple Solution?
« Reply #2 on: October 16, 2003, 01:50:17 PM »
http://www.hitechcreations.com/forums/showthread.php?s=&threadid=98933

here's mine too, more detailed, and much more confusing

Offline ALF

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Trees: A Simple Solution?
« Reply #3 on: October 16, 2003, 08:10:14 PM »
Thing everyone is missing is that the trees you speek of are FLAT FOR A VERY SPECIFIC REASON.  They are NOT 3d trees, they are a huge flat texture 2d circle like things.  This lets the 3d engine draw 50 trees, with the rendering cost of next to nothing.  They put 3 layers of these flay textures and we have a pretty impressive forrest.

Making anything like cones or anything else that breaks the 2D FLAT rule will involve huge sacrifices in preformance.  There may be a way around this...but I cant think of it.

Offline ergRTC

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Trees: A Simple Solution?
« Reply #4 on: October 16, 2003, 08:13:16 PM »
problem is they take out tanks (at least mine).  I thought i heard ht say these were just a unfinished bit.  Probably not worth thinking about till we see what he has in store.

Offline Rutilant

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Trees: A Simple Solution?
« Reply #5 on: October 17, 2003, 01:21:49 AM »
Alf.. that's why we add the current AH 2d trees (albeit to scale) so we east least can SEE them from down low