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Tree Models?

Posted: Mon Dec 03, 2007 4:56
by BlazingPhoenix
Are there any good tree models around?

Posted: Mon Dec 03, 2007 10:09
by Enjay
Depends what you mean by "good" - and do you mean the Doom trees or just trees in general. Most tree models I have found have been made of a solid/3D trunk but the leaves/foliage has just been a criss-cross of flat graphics in a star shape sitting on top, not too different from if you'd made a star shape from 2 sided lines and put a leafy texture on them. I made a few like that at the weekend myself.

Other, more genuine 3D looking trees are harder to find, unless they are palm trees which seem a bit more common.

Posted: Tue Dec 18, 2007 13:48
by Rex Claussen
Enjay wrote:Other, more genuine 3D looking trees are harder to find, unless they are palm trees which seem a bit more common.
Any links to palm tree models suitable for use in GZ?

Unrelated question: In GZ maps with sprites for pretty much everything (enemies, weapons, powerups, etc.), how would occasional models - such as for palm trees - look?

Posted: Tue Dec 18, 2007 15:17
by Graf Zahl
That entirely depends on the models and the skins. I have seem models that look really good and others that completely suck.

Posted: Tue Dec 18, 2007 17:25
by Enjay
I'll try and track down a suitable palm tree model or two when I get home. I'm sure I have something lying around.
[edit]PM sent[/edit]

As for how suitable they are, personally I have no problem with sprites and models co-existing to a certain extent. If, for example, some enemies were sprites and others models, I think that would look a bit odd. If things can be replaced in logical groups, that's OK IMO. eg I've been messing around with quite a lot of models recently and used a lot of models for decorations, some static enemies (like turret guns and mines) and some interactive stuff (like barrels). However, although I can get models for things like health pickups, ammo and so on, I haven't used them because I don't have models for the enemies I am using and so, because the enemies could drop or otherwise interact with those items, I didn't use models for them. To me it just looked odd to see a flat, low-res sprite dropping a 3D health pack model.

The area where I think it is easiest to introduce models and have them work well with sprites is with decoration objects that form part of the world. Pillars, machines etc look fine IMO. Basically, I'm talking about the kind of thing that could almost be made out of sectors if sectors were flexible enough to do it. Trees are, of course, kind of like that but are a bit more organic in appearance. I'm fine with it, but it is a matter of personal taste.

Posted: Tue Dec 18, 2007 21:10
by Alberto
If we could get support for voxels, we could make some _nice_ 3D Objects 8), like this.

Those are really pretty, right?

Posted: Tue Dec 18, 2007 21:48
by Graf Zahl
No support for voxels. Better stop thinking about them right away. :P

Posted: Wed Dec 19, 2007 5:48
by Nash
Voxels are so overrated. Models outperform them in every way, not to mention hell of a lot easier to make and animate.

Posted: Wed Dec 19, 2007 9:42
by Graf Zahl
Tell that to the people over at Doomworld who are practically drooling over them...

Posted: Wed Dec 19, 2007 21:57
by Alberto
Graf Zahl wrote:Tell that to the people over at Doomworld who are practically drooling over them...
Write at a Windows-lover forum "Linux is better" (or viceversa), and you will get the same answer.


Off-Topic:
Edit by Graf Zahl: removed for being off-topic

Posted: Thu Dec 20, 2007 14:41
by Nash

Posted: Fri Dec 28, 2007 0:20
by ChupaReaper
I have so really good tree models, all working in gzdoom, the problem is, put more than three in view and time slows down! Their polycount is huge, so I've had to ditch them and start over...

Posted: Tue Jan 08, 2008 4:14
by Rex Claussen
Enjay wrote:I'll try and track down a suitable palm tree model or two when I get home. I'm sure I have something lying around.
[edit]PM sent[/edit]
I've looked at all the trees you sent me, and the one that you constructed is by far the best looking. It is also the largest in terms of file size. Is there a way to reduce the file size without a corresponding decrease in visual quality?

Posted: Tue Jan 08, 2008 10:17
by Enjay
At work ATM so can't check the files. I'm not quite sure which one you mean, so if you give me a PM with which tree pack it was and which editnum or actor name it was I'll look at it and see what I can do. The file size will mainly be due to the skin image. It may be possible to reduce the size of that with an acceptable loss of resolution (bearing in mind that the leaves etc will effectively be quite high-res ATM so a bit of loss may be acceptable) or reduce the colour depth or something.