Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Game Design Theory / Grass building

Author
Message
Essence
21
Years of Service
User Offline
Joined: 12th Oct 2002
Location: The Netherlands
Posted: 21st Nov 2004 00:53
ah thanks a lot
Veronique
19
Years of Service
User Offline
Joined: 30th Aug 2004
Location:
Posted: 1st Dec 2004 06:28 Edited at: 1st Dec 2004 07:14
ok i did make a grass test and this is my first time trying this
with the opacity map.
here is the result it is 1400 faces i did use.

is it possible to make Darkbasic show more objects at close range and then only render ½ the object when it is on a distance?


and scene with 8300 faces but i guess you can make it so it only render what you see and not every plane.


Hmmm maybe it is better i post this in the 3d forum and not in this topic?

it loooks like you guys now talk about how to code it not make the grass.
Van B
Moderator
21
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 1st Dec 2004 07:39
You guys know the example that comes with advanced terrain?

This code uses the stuff from that, so save it in the same dir as 'Example1' before loading it again. Shows a simple little foliage optimising system, worth checking out.




It's c**p being the only coder in the village.
Major Payn
20
Years of Service
User Offline
Joined: 16th Dec 2003
Location: United States of America
Posted: 4th Dec 2004 11:26
I would just create one plane, with a alpha image of grass blades on it, and then use the "point object" command, to point the plane towards the player at all times, this way, the player will never see the other side of the blade of grass, this is what alot of games do, encluding Half life 2.

Guns arnt the problem, people are the problem, shoot all the people and guns arnt a problem anymore.
Oneka
20
Years of Service
User Offline
Joined: 24th Apr 2004
Location: Hampton,VA
Posted: 4th Dec 2004 12:15
see I hate stuff like that because the grass apears to look at you...and thats just weird thats why I like to have it to be Double Sides that doesnt point..


Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
Major Payn
20
Years of Service
User Offline
Joined: 16th Dec 2003
Location: United States of America
Posted: 5th Dec 2004 01:19
Well then, create two planes that make a sort of cross froma bove, and on each plane paint an alpha image of some grash blades on them.

Guns arnt the problem, people are the problem, shoot all the people and guns arnt a problem anymore.
robo cat
20
Years of Service
User Offline
Joined: 23rd Feb 2004
Location: In a cat litter tray, near you...
Posted: 6th Dec 2004 02:45
I had a go at adding long grass into my game droid master (which can be found in the WIP forums). Heres a screenshot:

http://www.freewebs.com/robocatgames/droid_master_screen_6.jpg

Its with a grass object which is a 3d noughts and crosses grid (8 polygons in total). They are textured and then positioned on the terrain, the texture is a placeholder at the moment but the basic effect is working well.

Simple... yet fun!
Chris K
20
Years of Service
User Offline
Joined: 7th Oct 2003
Location: Lake Hylia
Posted: 6th Dec 2004 03:08
@Veronique

You can make DBPro use low quality textures when its far away and higher quality when its near.
Oneka
20
Years of Service
User Offline
Joined: 24th Apr 2004
Location: Hampton,VA
Posted: 6th Dec 2004 06:39
Yes like what X2 the threat did and Halo 2...


Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
Oneka
20
Years of Service
User Offline
Joined: 24th Apr 2004
Location: Hampton,VA
Posted: 6th Dec 2004 09:27
http://www.oneka.malinko.net/images/30.JPG

This is my progress on the grass though Iam having the black line bug and scaling/transparency mode 2 doesnt help.. I dont want to add a 1 to the load image part because my FPS rate drops..


Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
Indian Homie G
20
Years of Service
User Offline
Joined: 23rd Jan 2004
Location: San Jose, CA
Posted: 6th Dec 2004 13:03
wow... haven't checked on this thread for a while.

Veronique that looks great! How did you make that texture?

AMD Athlon XP 3000+, S3 Deltachrome s8, 512 PC3200 RAM, 160 GB HD
Veronique
19
Years of Service
User Offline
Joined: 30th Aug 2004
Location:
Posted: 6th Dec 2004 18:46
Indian Homie G: i dont know if DBP can handle it but all i did is use this in the opacity map

the textur is made in Photoshop with the straw brush so it wery easy

Van B
Moderator
21
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 6th Dec 2004 20:02
Has nobody tried me optimised grass code?


Van-B


It's c**p being the only coder in the village.
Indian Homie G
20
Years of Service
User Offline
Joined: 23rd Jan 2004
Location: San Jose, CA
Posted: 7th Dec 2004 07:46
Quote: "the textur is made in Photoshop with the straw brush so it wery easy"




AMD Athlon XP 3000+, S3 Deltachrome s8, 512 PC3200 RAM, 160 GB HD
Indian Homie G
20
Years of Service
User Offline
Joined: 23rd Jan 2004
Location: San Jose, CA
Posted: 10th Dec 2004 14:37
AS for what oneka said, I dont like the pointing idea, just make ure grass in some modeling program, select the whole thing, clone it, and rotate the new set of planes 180 degrees. Then load it in all as one object, and set the culling on.

So I tried my hand, the grass looks really nice... except from above. You can probably figure out what i mean, when you look from the top it doesnt really look like a field of grass . Any of you geniuses have a solution? Thanks!

AMD Athlon XP 3000+, S3 Deltachrome s8, 512 PC3200 RAM, 160 GB HD
Van B
Moderator
21
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 10th Dec 2004 18:47
If you make a plain, then make a mesh from it and add it twice to the existing plain object, you can rotate the plains so they're 60 degrees apart (like a 6 sided star) - then you create a new mesh from this object - and you end up with a 3 plain (6 poly) mesh that is great for bushes.

The only way to avoid the top down ugliness problem is to make your grass more elaborate - like a plain, but with a bend in it for instance, so that the grass is bent and looks better from above.


Van-B


It's c**p being the only coder in the village.
Indian Homie G
20
Years of Service
User Offline
Joined: 23rd Jan 2004
Location: San Jose, CA
Posted: 11th Dec 2004 09:31
Quote: "The only way to avoid the top down ugliness problem is to make your grass more elaborate - like a plain, but with a bend in it for instance, so that the grass is bent and looks better from above."


Could anyone say... pain in the ass!?! Lol j/k... thanks for the suggestion though, I'll see what I can do.

AMD Athlon XP 3000+, S3 Deltachrome s8, 512 PC3200 RAM, 160 GB HD
Daris Xiao or Benjy Wright
20
Years of Service
User Offline
Joined: 13th Dec 2003
Location: Face first in a bowl of soup.
Posted: 22nd Dec 2004 02:36
... cough... cough...
Bwaaaaah!
Sorry... I'll clean that up...
Those screen shots at the top are awesome! What are they from, Oneka Pro.?

Daris Xiao - Guy in Tie is too cool to die...
Indian Homie G
20
Years of Service
User Offline
Joined: 23rd Jan 2004
Location: San Jose, CA
Posted: 22nd Dec 2004 10:58
He didnt make those

AMD Athlon XP 3000+, S3 Deltachrome s8, 512 PC3200 RAM, 160 GB HD

Login to post a reply

Server time is: 2024-05-04 16:26:27
Your offset time is: 2024-05-04 16:26:27