Jump to content


Photo

Animated grass - test map


78 replies to this topic

#51 Arcturus

Arcturus

    Advanced Member

  • Development Role
  • PipPipPip
  • 1570 posts

Posted 10 August 2011 - 01:48 PM

The truth is I don't expect people using more 3d modeling applications. I just wanted to show some possibilities that lie in Doom engine and what people do with it it's up to them.

It's only a model... /// My channel on YouTube /// CGtrader , Turbosquid


#52 nbohr1more

nbohr1more

    Darkmod PR, Wordsmith

  • Development Role
  • PipPipPipPipPip
  • 7438 posts

Posted 10 August 2011 - 03:14 PM

Don't feel bad Tels. :(

Arcturus is an artist of such caliber that any output from him would be noteworthy. Think of how much acclaim Super Mario Galaxy got even though the hardware and rendering methods were essentially DX7. Art work will always have a perceived edge. Yes, the demonstration is a little disingenuous because the LOD portion is broken but the intent was to use it and the end user can use this to model the intended use of the technology.

What you have created will allow mappers like BikerDude, Sotha, Melan, etc... who are not (AFAIK) Blender experts to achieve something similar. It will also shorten the build process and optimize in scenarios where other optimization efforts are very difficult or impossible.

And... point taken about dynamic object distribution but if the the mapper can do what Arcturus did and has the entity budget for it then "why not" unless it performs poorly.

Your SEED system will get a proper introduction eventually. It would be cool if Arcturus had used more of the features but I imagine that another mapper will step forward to help you demo the stuff if not use it throughout a real mission.

Anyone wanna volunteer for "SEED boot-camp" and help get a nice demo done? ^_^
  • pariah likes this
Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.c...ds/the-dark-mod

(Yeah, shameless promotion... but traffic is traffic folks...)

#53 AluminumHaste

AluminumHaste

    Darkmod Contributor

  • Development Role
  • PipPipPipPipPip
  • 5600 posts

Posted 10 August 2011 - 04:02 PM

I've been trying with my canyon map. I manually placed about 2000 trees, but the SEED system is perfect for this so I tried getting it to work. I failed.
But that was a while ago, when SEED was just being introduced to the code base, so I'm going to try it again.

I always assumed I'd taste like boot leather.

 

#54 Sotha

Sotha

    Vertical Contest Winner

  • Active Developer
  • PipPipPipPipPip
  • 5543 posts

Posted 11 August 2011 - 04:41 AM

volunteer for "SEED boot-camp" and help get a nice demo done? ^_^


Well, my WIP is gonna use SEED with randomly generated vegetation.

The learning process reported here
http://modetwo.net/d...post__p__255491

But yeah, this is simple usage, but usage nonetheless. BTW: Did anyone know that those SEED entities slow down the delay between clicking the "mission loaded" dialogue and the start of the mission something like 1-3 seconds? This might be very significant for missions with a lot of SEEDy things. Just givin' the heads up.
Clipper
-The mapper's best friend.

#55 fllood

fllood

    Member

  • Member
  • PipPip
  • 415 posts

Posted 11 August 2011 - 06:04 AM

I practically abandoned this map... I was able too finish this map only because I new how much was left and the fact that from the begining it was supposed to be only a small, test map was motivating. Right now I'm pretty burned out when it comes to mapping. Sorry.


Arcturus, is this "practically abandoned" work the map you passed on to Bikerdude to complete??

If not, please consider commiting it here for adoption.

Edited by fllood, 11 August 2011 - 06:08 AM.

"To rush is without doubt the most important enemy of joy" ~ Thieves Saying

#56 lost_soul

lost_soul

    Advanced Member

  • Member
  • PipPipPip
  • 1456 posts

Posted 11 August 2011 - 11:12 AM

Really cool looking map! I get very good performance on a GTX460 OC and Phenom 2 X6 1075t.

The only thing that kinda detracts is the full-bright splashes when the player dives in the water. I wonder if the ambient light can be applied to that effect... but it really is a very minor thing.

--- War does not decide who is right, war decides who is left.


#57 Arcturus

Arcturus

    Advanced Member

  • Development Role
  • PipPipPip
  • 1570 posts

Posted 11 August 2011 - 12:10 PM

Arcturus, is this "practically abandoned" work the map you passed on to Bikerdude to complete??

If not, please consider commiting it here for adoption.

I'll consider.

The only thing that kinda detracts is the full-bright splashes when the player dives in the water. I wonder if the ambient light can be applied to that effect... but it really is a very minor thing.

Yes, splashes should be toned down. It should be easy to do.

It's only a model... /// My channel on YouTube /// CGtrader , Turbosquid


#58 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36023 posts

Posted 11 August 2011 - 12:18 PM

It should be easy to do.


I'd like to see that as well, but I have no idea where it is located.

TDM Missions:   A Score to Settle   *   A Reputation to Uphold   *   A New Job   *    A Matter of Hours
 
Video Series:   Springheel's Modules   *   Speedbuild Challenge


#59 Mortem Desino

Mortem Desino

    Uber member

  • Development Role
  • PipPipPipPip
  • 2442 posts

Posted 11 August 2011 - 12:23 PM

It should be easy to do.

I'd like to see that as well, but I have no idea where it is located.

I looked into that some years ago. Right now, they're all particle effects (so they're fullbright: light does not affect particles).

In retrospect, it would be better to create a Doom 3 FX (light + particle), and/or a dynamically stretching model, but I'm no 3D artist.
yay seuss crease touss dome in ouss nose tair

#60 demagogue

demagogue

    Mod hero

  • Active Developer
  • PipPipPipPipPip
  • 5140 posts

Posted 11 August 2011 - 12:24 PM

Haha, I showed this to my girlfriend and she was blown away by the little castle and stairs and door and water, but then wondered why everyone seemed to care so much about the stupid grass. :laugh:
I tried to explain about poly & entity budgets & FPS, but I can see her point from a player's perspective.
Posted Image

#61 Arcturus

Arcturus

    Advanced Member

  • Development Role
  • PipPipPip
  • 1570 posts

Posted 11 August 2011 - 12:58 PM

I looked into that some years ago. Right now, they're all particle effects (so they're fullbright: light does not affect particles).

In retrospect, it would be better to create a Doom 3 FX (light + particle), and/or a dynamically stretching model, but I'm no 3D artist.

One can change transparency of the particle. It should be somewhere on the list in particle editor. Ideally it should be 'heat haze' effect, but I think it would be obvoiusly square despite having a proper normalmap. Someone could try that.

Haha, I showed this to my girlfriend and she was blown away by the little castle and stairs and door and water, but then wondered why everyone seemed to care so much about the stupid grass. :laugh:
I tried to explain about poly & entity budgets & FPS, but I can see her point from a player's perspective.

Delete all the grass from the map and ask her if she sees a difference.
BTW, I recently played Crysis. Man, now that's a good looking flora. And fauna too.

It's only a model... /// My channel on YouTube /// CGtrader , Turbosquid


#62 Tels

Tels

    Mod hero

  • Member
  • PipPipPipPipPip
  • 15024 posts

Posted 11 August 2011 - 01:07 PM

Delete all the grass from the map and ask her if she sees a difference.


:D

BTW, I recently played Crysis. Man, now that's a good looking flora. And fauna too.


Oh yeah. I wish we had more and diverse florr models, and maybe animals, too. (little songbirds might not fly+sing at night, but some squirrels and what they are called etc).
"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

"Remember: If the game lets you do it, it's not cheating." -- Xarax

#63 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36023 posts

Posted 11 August 2011 - 01:23 PM

Right now, they're all particle effects (so they're fullbright: light does not affect particles).


Particles don't have to be fullbright do they? Didn't Dram make particle trees that were affected by light?

If the texture is using an additive blend (which is what it looks like) then at least darkening the texture file could take the edge off.

TDM Missions:   A Score to Settle   *   A Reputation to Uphold   *   A New Job   *    A Matter of Hours
 
Video Series:   Springheel's Modules   *   Speedbuild Challenge


#64 lost_soul

lost_soul

    Advanced Member

  • Member
  • PipPipPip
  • 1456 posts

Posted 12 August 2011 - 04:01 PM

For a laugh,
Spoiler

--- War does not decide who is right, war decides who is left.


#65 demagogue

demagogue

    Mod hero

  • Active Developer
  • PipPipPipPipPip
  • 5140 posts

Posted 12 August 2011 - 04:10 PM

Delete all the grass from the map and ask her if she sees a difference.


Or just look at any other FM, almost none of them have grass. :P But she wasn't saying the grass didn't look good; it looks great and wouldn't be near as cool without it, no doubt. That's kind of missing the punchline. She was just looking around and thought the castle & water were amazing, then she comes to the forum and wonders why everyone's talking about the grass and not that, haha. It's just funny because she's looking at the map with a completely different perspective of what's "amazing" in terms of beauty & achievement than we as mappers have, who know the tech.

E.g., It may be "just grass", but having it rendered all in one scene makes it a big deal to us; and that door may look awesome, but it's still just normal door with a pretty photo & shaders pasted on; the walls & stairs are special because they were hand modeled (I think), but having modeled arch itself isn't new; and the water *is* cool, but all we have to do is set a few settings & the engine does the work; etc... That's why you can have this beautiful scene and the name of the thread is: Hey, check out this GRASS, haha... which, so there's no confusion, I personally love. I've been wanting good outdoor scenes in TDM forever. And yes, Tels, I was in love with the screenshots of your little SEED'd grass testmap too <3 <3
Posted Image

#66 Flanders

Flanders

    Advanced Member

  • Development Role
  • PipPipPip
  • 1116 posts

Posted 14 August 2011 - 07:08 AM

I like the demo even though it doesnít run well for me. But using animated models for grass doesnít sound very flexible. If you use a shearing texture you can do all kinds of things with shaderparms, making it moving faster or slower, maybe even making the swaying time and place dependent so you can have wind rolling over a field of grass. You can even add a sound shader to it and make the grass sway with the sound of the wind automatically. But I must admit I havenít tried this extensively, making up a formula for the swaying is difficult enough, I tried some simple sinusoids but that makes it look pretty robotic.



#67 SiyahParsomen

SiyahParsomen

    Advanced Member

  • Member
  • PipPipPip
  • 1005 posts

Posted 26 August 2011 - 06:17 PM

terrific! :wub:

I wish there was beyond after that door. :)

#68 Bikerdude

Bikerdude

    Mod hero

  • Active Developer
  • PipPipPipPipPip
  • 18119 posts

Posted 27 August 2011 - 03:00 AM

I wish there was beyond after that door.

Something is being done about that...

#69 SiyahParsomen

SiyahParsomen

    Advanced Member

  • Member
  • PipPipPip
  • 1005 posts

Posted 27 August 2011 - 01:09 PM

Something is being done about that...


nice to hear that biker :)

#70 Glyph Seeker

Glyph Seeker

    Member

  • Member
  • PipPip
  • 485 posts

Posted 07 September 2011 - 06:10 AM

Great stuff Biker - you're a power house of mapping. =-D
"No proposition Euclid wrote,
No formulae the text-books know,
Will turn the bullet from your coat,
Or ward the tulwar's
downward blow
Strike hard who cares—shoot straight who can—
The odds are on the cheaper man.
"


From 'Arithmetic on the Frontier' by Rudyard Kipling

#71 Bikerdude

Bikerdude

    Mod hero

  • Active Developer
  • PipPipPipPipPip
  • 18119 posts

Posted 07 September 2011 - 07:11 AM

Heh, its gonna be a castle compound with lots of nooks and crannies. Think of that T2 mission a few months ago called "When still" and you get the idea. But its gonna be a while as I haven't even started it yet.

I will however be releasing an very much updated version of my very first map "Business as usual", think of "Rttc" and "A score to settle" - v2 will be a mini homage version of those.

:ph34r:

#72 lowenz

lowenz

    Advanced Member

  • Member
  • PipPipPip
  • 1505 posts

Posted 09 August 2016 - 03:32 AM

*
POPULAR

Happy birthday to my preferred techdemo map :D

 

The_Dark_Mod_2016_08_09_10_30_10_183.png


Edited by lowenz, 09 August 2016 - 03:32 AM.

  • Bikerdude, RPGista, Dunedain19 and 2 others like this

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#73 NeonsStyle

NeonsStyle

    Advanced Member

  • Member
  • PipPipPip
  • 1025 posts

Posted 09 August 2016 - 05:46 AM

WOW that is amazing. It just looks sooo good, be amazing to have that in levels. I know my level is in need of grass lol.



#74 Arcturus

Arcturus

    Advanced Member

  • Development Role
  • PipPipPip
  • 1570 posts

Posted 09 August 2016 - 10:15 AM

Thanks :) It's been 5 years already? You have rather low fps there. It could be optimized a bit more today. Back then there was no LOD for animated models.


It's only a model... /// My channel on YouTube /// CGtrader , Turbosquid


#75 Judith

Judith

    Member

  • Member
  • PipPip
  • 400 posts

Posted 23 January 2017 - 04:51 PM

I know I'm late to the party, but this is fantastic :) Also very useful in terms of scale for nature / outdoor sections.





Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users