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#2872968 - 10/04/09 06:56 AM
Block forest replacement
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SimHQ Member
Registered: 04/07/03
Posts: 530
Loc: Colorado
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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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#2873206 - 10/04/09 02:09 PM
Re: Block forest replacement
[Re: Heretic]
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SimHQ Member
Registered: 01/29/07
Posts: 960
Loc: Australia
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I quite like the look of it, and would like the mod extended into the Thialand map, thanks Craigmire 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.jpgps- 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]
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SimHQ Junior Member
Registered: 04/17/04
Posts: 96
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nice! Which folder do these go in?...Thank you
_________________________
intel 865pearl mb,P4-3.2 northwood-800fsb, 2x512 kingston ddr400 dual channel,evga 6800gs agp, audigy2 zs, seagate 40gb, 52xcd-rom, winxp home ed., sp-2,dx9c.
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#2873255 - 10/04/09 04:38 PM
Re: Block forest replacement
[Re: Jinxjx]
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SimHQ Member
Registered: 01/29/07
Posts: 960
Loc: Australia
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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]
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SimHQ Junior Member
Registered: 04/17/04
Posts: 96
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Oh, ok, thank you for the other reply also Colonel....thank you very much.
_________________________
intel 865pearl mb,P4-3.2 northwood-800fsb, 2x512 kingston ddr400 dual channel,evga 6800gs agp, audigy2 zs, seagate 40gb, 52xcd-rom, winxp home ed., sp-2,dx9c.
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#2873438 - 10/05/09 01:55 AM
Re: Block forest replacement
[Re: The Nephilim]
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SimHQ Member
Registered: 04/07/03
Posts: 530
Loc: Colorado
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Doh!  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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#2873514 - 10/05/09 05:47 AM
Re: Block forest replacement
[Re: FireBird_[WINE]]
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SimHQ Member
Registered: 04/07/03
Posts: 530
Loc: Colorado
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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]]
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SimHQ Member
Registered: 04/07/03
Posts: 530
Loc: Colorado
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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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#2873654 - 10/05/09 09:07 AM
Re: Block forest replacement
[Re: Craigmire]
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SimHQ Member
Registered: 10/12/06
Posts: 732
Loc: Former GDR
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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. 
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#2873849 - 10/05/09 02:48 PM
Re: Block forest replacement
[Re: Heretic]
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SimHQ Junior Member
Registered: 03/01/09
Posts: 3
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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]
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SimHQ Junior Member
Registered: 04/17/04
Posts: 96
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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
_________________________
intel 865pearl mb,P4-3.2 northwood-800fsb, 2x512 kingston ddr400 dual channel,evga 6800gs agp, audigy2 zs, seagate 40gb, 52xcd-rom, winxp home ed., sp-2,dx9c.
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#2873970 - 10/05/09 07:40 PM
Re: Block forest replacement
[Re: Craigmire]
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SimHQ Member
Registered: 01/29/07
Posts: 960
Loc: Australia
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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]
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SimHQ Member
Registered: 04/07/03
Posts: 530
Loc: Colorado
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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]
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SimHQ Member
Registered: 04/07/03
Posts: 530
Loc: Colorado
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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]
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SimHQ Member
Registered: 04/07/03
Posts: 530
Loc: Colorado
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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]
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SimHQ Member
Registered: 06/10/05
Posts: 301
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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). 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... 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.  But I'll be back for sure.
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