Jump to content
The Dark Mod Forums

Animated Trees


AluminumHaste

Recommended Posts

I didn't make this model, I'm not sure who made it, Arcturus? Anyways it's already on youtube so I guess I'm not breaking any NDA's here. I just threw the tree in my test map really quick. I would suggest the 1080p version as the others are re-compressed by youtube and are really dark.

 

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

Trees that mapper use usually have animated texture or partcle leaves. Especially the latter have large impact on performance. The MD5mesh tree has less polygons, less animation bones than NPCs and only one animation so you don't have to worry about performance. Just remember that it doesn't have a collision model yet. BTW, it was introduced in this thread: http://forums.thedarkmod.com/topic/11274-so-blender-is-a-bit-of-a-clusterfuck/page__view__findpost__p__254556

It's only a model...

Link to comment
Share on other sites

The MD5mesh tree has less polygons, less animation bones than NPCs and only one animation so you don't have to worry about performance

 

Have you done a comparison between 20 md5mesh trees and 20 static trees with scrolling textures? I'd be shocked if there wasn't a significant difference.

Link to comment
Share on other sites

Have you done a comparison between 20 md5mesh trees and 20 static trees with scrolling textures? I'd be shocked if there wasn't a significant difference.

 

Even if you don't see it with 20, you will see it with 50 definitely, or if you add 3 AIs to your map. The reason is twofold:

 

* modifying the vertices is done on the CPU, which is already busy doing everything else, like running the AI

* the vertice structs are not very well suited to SSE (or other forms of optimized) handling, e.g. when the ModelGenerator f.i. needs to rebuild a model, it needs to copy+modify a LOT of data, just to change a few vertices. The "blend animation" code in the D3 engine suffers from the same problem

 

Scrolling textures, OTOH are handled inside the GPU, which not only an run many many shaders in parallel, it also does not need to copy+modify the data around to do this.

 

Anyway, I agree with others that particle leaves look bad due to the following reasons:

 

* they rotate with the player lean (which means, if you lean, you get spinning leaves)

* they are performance expensive because particles are meant to be "animated", but leaves are technically "static". So the engine wastes a lot of time to "animate" them.

* the run on the CPU, not the GPU (see above on why this is bad)

 

But they are our "next best thing" and I am sure that a few issues could actually be fixed either by having a new particle generator, which would fix these issues, and maybe even later generate the particles on the GPU.

 

Making "md5 animated trees" does not solve any of these issues, and you and up with a fairly fixed set of mesh and animation, which is hard to change later, if at all. With f.i. particles or auto-generated trees, the mapper (even inexperienced ones) can later change them easily, even with spawnargs.

"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

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • nbohr1more

      Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )
      · 2 replies
    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 5 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
×
×
  • Create New...