Quote: "Nice mapeditor"
Thanks.
Quote: "this morning I chucked togethor a quick example of using an array for foliage placing... the clipping distance is small and I couldn't be bothered to make it any smoother. However, this example took half an hour... so say it's crap, I still prove a point (despite it being worthless and irrelevant)..."
I'm sorry, but you didn't prove your point. You're point is that it's easy to setup a system like mine? Well, you'r system didn't work at all. I'd walk away and the trees would disappear, and then I'd walk close, and they wouldn't show up again, until I got really close, then a whole bunch of trees would just pop up right in my face. It didn't work at all like mine, so it can't even be considered an example of it.
Plus, you're forgetting one little thing. You have a bunch of trees already preloaded and positioned in your world. In my editor, the user can simply click to place a plant or tree, and it instantly becomes part of the system and hides and shows, while animating with wind effects. Plus, for all of the plants except the trees so far, I have coded the system so that it will create each plant, up to a certain point, as you click, in order to raise performance.
Another thing is that your system is completely different from mine. You're system hides and shows the trees. Well, what if you had a whole map covered with trees. Imagine the number of instances! My system uses the same, few tree objects for the whole map. So, if a user were to place a tree of one kind at one end of the map, then place the same tree at the other end, and each one were to have its own rotation and scale, if he were to walk to either tree, he would be seeing the exact same dbpro object without knowing it. Thus, only one high-poly tree would be loaded, not two.
It was a nice effort, I'll give you that. But it is absolutely nothing like mine. You'll just have to see the demo know what I mean. My suggestion to you is, think before you post. If you've never tried a project, don't comment on its core system and say it's easy to create, because you haven't even see it in action, save for a static .screenshot. Then we can avoid arguements like this one that did not need to be created.
Quote: "otherwise... well, I think that if your system does work smoothly and all, well... it rocks, and deserves credit. But don't go pricing stuff too high for the love of god."
Thanks, but I hardly think I'm over-pricing it as of now. Not only do people get the whole system with saving, loading, exporting their maps (which, along with the editor itself, is plenty off functionality to vegetate their maps with ease), but they get 25 models (plus the texture they get too!) from Tree Magic and Plant Life, both of which, when I got them, cost about $75.
Please don't jump to conclusions next time and don't be so quick to judge.
Uncle Sam
Nvidia Geforce 7950GT 512MB PCIEx, 2.66 GHZ Pentium 4 proccessor, 1GB RAM
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