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#2872968 - 10/04/09 06:56 AM Block forest replacement
Craigmire Offline
SimHQ Member

Registered: 04/07/03
Posts: 530
Loc: Colorado
I wrote a program that replaces the block forests with a lot of individual trees.




The combination of faster hardware and the new fast tree object make it possible for this many trees run with a good framerate.

The way the program works is it removes the forest side polygons, lowers the forest canopy polygons to ground level, does a few tweaks, creates a new RGB file with lightened colors to be compatible with the noise maps (allowing gouraud shading), and then plants a bunch of trees on the forest locations now at ground level. It also creates a default-W.rgb and default-W.sec for use with the Winter season. Gotcha put code in the exec. to load these files for Winter but you have to change the option in the mapinfo.txt file for that to happen. Without doing that you'll see greenish looking snow. Maybe a change could be made in the exec. so the winter RGB file is loaded when winter is selected by the user interface .The Winter RGB file is all white colors. I've only tested on the Georgia map so far so I've restricted it to only run for the Georgia terrain.

You need to use "texture_colour=2" in eech.ini.

If you don't have the fast tree object I distributed with More_Puerto_Rico_Trees or GrandCanyon2 then you need the "import_tree_scene_and_object" otherwise you don't. It's the same thing.

Fast Tree

Georgia Tree Mod

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#2873148 - 10/04/09 12:31 PM Re: Block forest replacement [Re: Craigmire]
Heretic Offline
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Registered: 10/12/06
Posts: 732
Loc: Former GDR
Excellent idea Craigmire, however I was kind of a fan of those block forests since they represented a *thick* forest fairly well.

Now if you could triple or quadruple the number of trees involved, I might really like the new forests...
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#2873206 - 10/04/09 02:09 PM Re: Block forest replacement [Re: Heretic]
Colonel_Kurtz Offline
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Registered: 01/29/07
Posts: 960
Loc: Australia
I quite like the look of it, and would like the mod extended into the Thialand map, thanks Craigmire smile

ps- one day hopfully somebody can fix the river edges as well like they did in EE2



Some more pics in link-

http://img251.imageshack.us/slideshow/webplayer.php?id=1610052009091035.jpg

ps- one day hopfully somebody can fix the river edges as well like they did in EE2


Edited by Colonel_Kurtz (10/04/09 03:27 PM)

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#2873250 - 10/04/09 04:25 PM Re: Block forest replacement [Re: Colonel_Kurtz]
Jinxjx Offline
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Registered: 04/17/04
Posts: 96
nice! Which folder do these go in?...Thank you
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#2873255 - 10/04/09 04:38 PM Re: Block forest replacement [Re: Jinxjx]
Colonel_Kurtz Offline
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Registered: 01/29/07
Posts: 960
Loc: Australia
Originally Posted By: Jinxjx
nice! Which folder do these go in?...Thank you


Theres install notes within the DL.

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#2873264 - 10/04/09 05:00 PM Re: Block forest replacement [Re: Colonel_Kurtz]
Jinxjx Offline
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Registered: 04/17/04
Posts: 96
Oh, ok, thank you for the other reply also Colonel....thank you very much.
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#2873379 - 10/04/09 10:53 PM Re: Block forest replacement [Re: Jinxjx]
The Nephilim Offline
TAW 2.0 Beta Tester
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Registered: 01/26/02
Posts: 2371
Loc: 3rd Stone from the Sun !!
OK COOL Very cool wink

Thank you wink


Edited by The Nephilim (10/04/09 10:54 PM)
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#2873438 - 10/05/09 01:55 AM Re: Block forest replacement [Re: The Nephilim]
Craigmire Offline
SimHQ Member

Registered: 04/07/03
Posts: 530
Loc: Colorado
Doh! banghead Sorry, I forgot one important step in the instructions!

In: ...\Razorworks\cohokum\graphics\textures\terrain\georgia

Edit "texture_scales.txt" and change this line:

TERRAIN_TREE_CANOPY_1 =128 # 512 1024 forest

to this:

TERRAIN_TREE_CANOPY_1 =1024 # 512 1024 forest

change 128 to 1024

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#2873440 - 10/05/09 01:58 AM Re: Block forest replacement [Re: Craigmire]
Craigmire Offline
SimHQ Member

Registered: 04/07/03
Posts: 530
Loc: Colorado
Thanks for the pics Colonel. Good thing you posted those or I might have never remembered about the texture scale needing to be changed. That should make it look better.

Cool slide show. When you ran the winter season did you change the option from summer to winter in mapinfo.txt?

Can you post a shot of the river bank you like from EE2?


Edited by Craigmire (10/05/09 02:09 AM)

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#2873448 - 10/05/09 02:23 AM Re: Block forest replacement [Re: Craigmire]
FireBird_[WINE] Offline
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Registered: 06/10/05
Posts: 301
Looks nice! The only thing left is to make different kinds of trees to appear simultaneously.

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#2873514 - 10/05/09 05:47 AM Re: Block forest replacement [Re: FireBird_[WINE]]
Craigmire Offline
SimHQ Member

Registered: 04/07/03
Posts: 530
Loc: Colorado
Quote:
The only thing left is to make different kinds of trees to appear simultaneously.


Do you want to add the functionality to the exec?

One way might be to use the two tree models already in EECH. The switch between the two is by the map. Yemen gets date-palm and the others get forest. If the switch was made by a new field in the tree structure I think they could be mixed or switched by altitude or slope facing direction.

Another way might be better to use the same or similar code that Gotcha did called extended_textures. It did some random switching of alternate textures for a single texture name. I saw where he removed it from the cvs way back because no one used it. A texture change is all that is really needed since I don't think we really want to use a different model. We'd have to change the date-palm model anyway.

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#2873521 - 10/05/09 06:06 AM Re: Block forest replacement [Re: FireBird_[WINE]]
Craigmire Offline
SimHQ Member

Registered: 04/07/03
Posts: 530
Loc: Colorado
Quote:
I was kind of a fan of those block forests since they represented a *thick* forest fairly well.

Yes, I agree. You can't get much thicker. There seems to be a limit to the number of objects rendered, too many and things start disappearing. The trees could be thicker if it wasn't for the areas where several adjacent sectors are all solid forest. The one thing I can say about the sparse trees is you can get behind them and they will stop a missile. It might take some tricky flying though.

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#2873544 - 10/05/09 06:38 AM Re: Block forest replacement [Re: FireBird_[WINE]]
BammerVB Offline
SimHQ Junior Member

Registered: 09/09/09
Posts: 50
Hey Craig,

Does this affect hiding? I used to use the edge of a forest for bob ups. And escaping after getting my tail/rotor fried.

tks,
GLB

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#2873583 - 10/05/09 07:17 AM Re: Block forest replacement [Re: BammerVB]
transalp43 Offline
SimHQ Junior Member

Registered: 07/09/06
Posts: 16
Loc: Bocholt, NRW, Germany
Hi Craigmire,
this is a very nice Work! Can you make this as well for other maps, Taiwan, Thailand, Cuba etc?

Thanks
transalp43

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#2873622 - 10/05/09 07:57 AM Re: Block forest replacement [Re: transalp43]
Craigmire Offline
SimHQ Member

Registered: 04/07/03
Posts: 530
Loc: Colorado
Yes it will affect hiding. You won't have the solid edge. The taller trees will still hide you but the shorter trees and the gaps won't. I only lowered the edges of the canopy so the central areas of the canopy are still at the same height and with the trees on top the hills are effectively a little taller.

I'll try it out on other maps and start with Thailand.

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#2873651 - 10/05/09 08:53 AM Re: Block forest replacement [Re: Craigmire]
transalp43 Offline
SimHQ Junior Member

Registered: 07/09/06
Posts: 16
Loc: Bocholt, NRW, Germany
Thats nice!

Thanks!
transalp43

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#2873654 - 10/05/09 09:07 AM Re: Block forest replacement [Re: Craigmire]
Heretic Offline
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Registered: 10/12/06
Posts: 732
Loc: Former GDR
Originally Posted By: Craigmire
Yes, I agree. You can't get much thicker. There seems to be a limit to the number of objects rendered, too many and things start disappearing.


Ah bummer. Well, that's a no go for me then.

But thanks for the effort anyways. smile
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#2873849 - 10/05/09 02:48 PM Re: Block forest replacement [Re: Heretic]
Hellfire_RWS Offline
SimHQ Junior Member

Registered: 03/01/09
Posts: 3
Hi there. I don't mod for EECH I do lots of modding for NWN1 / NWN2
I have a lot of tree objects i made that are real similar to these. (different tree types)

would you be interested in having them?







I can re size the images and send them to you in whatever format you need.

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#2873871 - 10/05/09 03:20 PM Re: Block forest replacement [Re: Hellfire_RWS]
Jinxjx Offline
SimHQ Junior Member

Registered: 04/17/04
Posts: 96
Hi, I have big grey patch under my trees in geogia winter. I checked and rechecked the tree install but can't figure what i missed? Anyone have an idea what i missed?......thank you
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#2873970 - 10/05/09 07:40 PM Re: Block forest replacement [Re: Craigmire]
Colonel_Kurtz Offline
SimHQ Member

Registered: 01/29/07
Posts: 960
Loc: Australia
Originally Posted By: Craigmire
When you ran the winter season did you change the option from summer to winter in mapinfo.txt?

Can you post a shot of the river bank you like from EE2?


1. When I changed to Winter I just used the GUI ingame. Should I have used mapinfo.txt? To be honest though when I plan on flying winter I usually choose the Antartica map as it has the best winter texture for my taste anyhow.

2. Regards the EECH vs EE2 river GFX take a look here at the SimHQ review picture

Link- http://www.simhq.com/_air10/air_303v.html

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#2874168 - 10/06/09 05:25 AM Re: Block forest replacement [Re: Colonel_Kurtz]
Craigmire Offline
SimHQ Member

Registered: 04/07/03
Posts: 530
Loc: Colorado
Quote:
Hi there. I don't mod for EECH I do lots of modding for NWN1 / NWN2
I have a lot of tree objects i made that are real similar to these. (different tree types)

would you be interested in having them?

Very nice looking scenery. What kind of game is NWN1 / NWN2? I may be interested in that.

The trees look like they may be too complex for EECH. The tree model I'm using now is two polygons.

Do you do 3d modeling? I'd like to get a lightwave model of a bighorn sheep to put on the Grand Canyon map.

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#2874180 - 10/06/09 05:50 AM Re: Block forest replacement [Re: Colonel_Kurtz]
Craigmire Offline
SimHQ Member

Registered: 04/07/03
Posts: 530
Loc: Colorado
Quote:
I have big grey patch under my trees in geogia winter.

If it's a spot under each individual tree then the new tree object isn't being imported. You need the fast_tree installed and EECH version 1.11 or newer. There is an option in eech.ini to turn off the tree shadows but you shouldn't see the shadows no matter what if the fast tree model is being imported.

If the grey patch is a larger area wherever a river runs next to a forest then I'm not sure what that is but it looks to be a shadow effect done by Razorworks. I don't know what produces that but I'm pretty sure it's not coming from the color file. You can see it on the summer map too but it's not so obvious. Maybe I can find it. There's one texture on the winter map that needs some fixing too.

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#2874195 - 10/06/09 06:10 AM Re: Block forest replacement [Re: Colonel_Kurtz]
Craigmire Offline
SimHQ Member

Registered: 04/07/03
Posts: 530
Loc: Colorado
Quote:
Should I have used mapinfo.txt?

The color file switch to winter is done by the option in mapinfo.txt. I can't say why it was done that way. I don't think it was fully implemented or maybe even used. The alternate winter color file isn't included in the allmods download. I'm not sure about the other homemade maps that have two seasons.

EE2 definitely has better graphics. I think to make EECH look like that would basically be the same project the EE2 guys did. That would be great if someone could do it.

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#2874423 - 10/06/09 01:07 PM Re: Block forest replacement [Re: Craigmire]
FireBird_[WINE] Offline
SimHQ Member

Registered: 06/10/05
Posts: 301
Originally Posted By: Craigmire
If the switch was made by a new field in the tree structure I think they could be mixed or switched by altitude or slope facing direction.


Another argument in mapinfo.txt file describing different regions (rectangles or circles)?
We can add any number of new scenes (new trees).

Originally Posted By: Craigmire
Another way might be better to use the same or similar code that Gotcha did called extended_textures. It did some random switching of alternate textures for a single texture name.


Should we have the same behavior for all of the hosts in the network game? Simple rand() may fail...

Originally Posted By: Craigmire
A texture change is all that is really needed since I don't think we really want to use a different model. We'd have to change the date-palm model anyway.


It's called "texture animation" and allows to have a different texture for every instance of the objects in the game. For example, board numbers on tails of choppers are individual.
Thus we must apply such animation to a tree scene.

P.S. For a month I'm out of development. frown But I'll be back for sure.

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#2876759 - 10/09/09 02:42 PM Re: Block forest replacement [Re: FireBird_[WINE]]
Colonel_Kurtz Offline
SimHQ Member

Registered: 01/29/07
Posts: 960
Loc: Australia
I thought it worth mentioning that for multiplay pilots both the client and host require this mod installed to fly Georgia with tree mod.

eg: If you run the mod on your client, and the host is not updated, then the client will CTD with the error

"Entity already in use: ENTITY_TYPE_SECTOR(index=0)"

Ive tested it in multiplay and all is sweet as long as client and server have the mod loaded.

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#2877058 - 10/10/09 04:49 AM Re: Block forest replacement [Re: Colonel_Kurtz]
Craigmire Offline
SimHQ Member

Registered: 04/07/03
Posts: 530
Loc: Colorado
Great! Thanks for checking that out. I thought it might cause a problem but didn't expect it to crash.

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