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[SUGGESTION] Foliage Please

#26
Haha! Looks like I have killed the thread with my tree Big Grin Is it THAT bad? Wink
[Image: BSF48.png][Image: HMITP48.png][Image: S48.png][Image: TLT48.png]
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#27
It's better than nothing I suppose Wink
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#28
I think instead of making small "sapling like" trees, we should try and make some big forest trees, like this.
[Image: forest-trees.jpg]

perhaps I wil try making something like this at some point.
Master of mysterious geometries

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#29
Wohoo! That looks cool! Fragging in environment like this could be breathtaking.
[Image: BSF48.png][Image: HMITP48.png][Image: S48.png][Image: TLT48.png]
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#30
Maybe we could work together to create a foliage set, or just a set of assets for populationg outdoor environments, perhaps:

Ground materials (for the terrian):

- plant litter
- grass
- sand
- dirt
- dry leaves

Models:

- trees (living, with leafs)
- trees (living without leaves)
- trees (dead - burnt)
- trees (dead - torn apart)
- roots (?)
- bushes (green)
- bushes (winter style)
- grass (green)
- grass (yellow)
- ferns (green)
- ferns (yellow)
- stones (small)
- stones (huge)
- dry branches
- hollow trunks
- cut trunks
- flowers
- mushrooms
- conifer cones
- acorns
- giant vaginas with leafs
- Nali healing fruit (+29 HP)

Just an idea.
[Image: BSF48.png][Image: HMITP48.png][Image: S48.png][Image: TLT48.png]
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#31
Hmmm... A healing fruit. I'm thinking, a func_door to hide the brush in the bush model, and a trigger_multiple which would give the player a health pack hidden off somewhere.
(08-10-2012, 02:37 AM)Mr. Bougo Wrote: Cloud is the new Web 2.0. It makes no damn sense to me.
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#32
If it comes to our game I'd rather see a healing ray than a healing fruit. That was just a joke Wink
[Image: BSF48.png][Image: HMITP48.png][Image: S48.png][Image: TLT48.png]
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#33
Liked the list you made unfa..let's get that all available and then start seeing some amazing environments Big Grin
[Image: 542.png]

#deathmatchers @ irc.quakenet.org

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#34
One of my summer priorities is to work on that fast, single-quad/zbuffer blit imposter style grass shader I promised in the Spring. I'm going to treat the quad as a single pixel for lighting, only applying normal maps, bloom, and reflection as a per-pixel effect for performance reasons. This will have to be after I get Cone Step Mapping working. I'm currently working on CSM to get used to the shader code here.
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#35
sweet..

I started working on making some tree models. I will post pics in a bit.

also, unfa, the stuff on that list would make solarium look awesome, especially the flowers.

also, add ferns to the list Wink
Master of mysterious geometries

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#36
I totally agree with the idea behind this thread! Not a foliage system for trees though (these should be placed as misc_gamemodel IMO), but for grass and small plants. If possible, done via shader file (specifying a 3D model that can be randomly scattered around a texture). Would be very good and useful to have such a system.

This ability however might already exist in Xonotic! If anyone still has the old Nexuiz, take a look at the map ONS-Reborn. It uses a shader to randomize grass models across the ground. The grass there is a camera facing sprite, but I expect the same could be used with 3D models. Worth checking IMO, so the same thing isn't implemented twice.

As for foliage models, I agree we need more trees and grass / small plants. I'm barely a modeller though, and couldn't succeed much at that.
<spackObot> Congratulations to Samual and Taoki, your lovescore is 98.463%!
Samual (~dioteckte@...) quit #xonotic.pickup (gonna kill myself now)
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