View Full Version : lots and lots of trees
09-24-2005, 03:24 PM
well im am now learning the hard way why there are so ferw forest maps out there.
in my map i have roughly 3429 trees (381 antalus trees groups) of coarse now i get a bout 20 FPSD on my Radeaon 9200
so what i need to know is how to fix this without going in and giving each and every single 3429 trees a simplified collision with blocking volumes. there must be some way to get the FPS up without sacrificing too many trees however i will get rid of a few ifd nessisary
09-24-2005, 04:11 PM
The problem I think is the overlay of the leaves: the leaves are semi transparent, so when leaves are in front of leaves are in front of leaves, things get rather tricky to calculate. The only option you have is, I think to ditch a whole load of trees.
09-24-2005, 05:14 PM
maybe u could use distance fog..
09-24-2005, 05:27 PM
im a noob so i dont really know what im talking about but couldnt you use a skybox with like, trees everywhere on the bottom half like grendel has mountians? and yea use a fog :noob: i was gona make a forrest map but thought it would be too hard. you could always set it in a vally so you dont have to include as many trees.
09-24-2005, 05:37 PM
For skybox trees, check out Rankin's skybox.
09-24-2005, 05:47 PM
Make sure the tree foliage uses a MASKED texture instead of an ALPHA texture. That should make it significantly faster.
09-24-2005, 06:10 PM
DistanceFog at around 8000 units + CullDistance if neccessary. Rigidized skeletal meshes with low poly LOD meshes also can be fast, but they render extremely slowly in editor 2D wireframe viewports.
http://img344.imageshack.us/img344/165/newgen17nf.th.jpg (http://img344.imageshack.us/my.php?image=newgen17nf.jpg)http://img344.imageshack.us/img344/2373/treemaskoverkill9wc.th.jpg (http://img344.imageshack.us/my.php?image=treemaskoverkill9wc.jpg)
09-24-2005, 06:33 PM
ad zone portals so much u can it will unload trees if u arent looking at that side u can test and see if it works by typing (only ofline) in console
09-24-2005, 11:28 PM
Originally posted by inventor209
simplified collision with blocking volumes. there must be some way to get the FPS up
Collision only lowers the FPS when a player touches it. And it isn't even that much considering the antalus trees are pretty lowpoly.
09-27-2005, 09:01 AM
You say on your 'Tree-B-Gone' thread that you have solved the tree FPS issue.
I also have made a map; VCTF-PaintBall http://www.ataricommunity.com/forums/showthread.php?s=&threadid=494097 that has a lot of trees on it, could you please explain how you solved the problem, as I may be able to incorporate it into my map. :D
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