Tree preference?


summit
03-07-2006, 03:06 AM
Hey guys,

I've turned my eye to mapping and will take on an open field-base map that should make for some interesting gameplay. The problem is I'll be using trees as the main form of cover, though this poses a few issues that I wouldn't mind your opinions on.

I can create this cover using the deciduous trees that come with dod-s (don't want to touch any others for fears of making it look like a CS map), or I could use some that have been posted on these forums (the only worthwhile ones I could find).

The customs cast their own shadows and look a lot more lush, however they do have clipping issues that could cause potential problems.

I suppose the look is important too, as I'm after a rural/farm French look, so again anything too green may not suit the theme.

I'll put up two pictures of mini-forests I've made, so you can decide for yourselves, or (even better) offer better candidates.

mini-forest using stock trees:

http://summit.outervoid.net/dod_forest_stock.jpg

mini-forest using custom trees:
http://summit.outervoid.net/dod_forest_custom.jpg

These look great, but don't let you get as close to them as the other models do, which is a potential problem as it has a retarded collision thingo:

http://summit.outervoid.net/collision.jpg

Appreciate your time and comments, cheers!

-summit

KominAaa
03-07-2006, 03:33 AM
You should disable the collision and make your own with clip brushes inside trunks and blocklight brushes if you really feel like using these trees.

Maybe your could use both for a little variation.

summit
03-07-2006, 03:34 AM
How much more expensive is doing that if there are going to be a few trees? It sounds like a solution to the clipping issue but I don't want it to chug any harder - open maps are hard enough as it is.

Yeah I agree - I will be using both types, just one more predominantly than the other.

KominAaa
03-07-2006, 03:55 AM
by the way,disable as many collision as possible on the trees that the player wont be able to reach. It helps a bit with framerate.
Dont forget to use fade distances on your props to gain framerate as well.

Good luck with your map,looking forward to it.

summit
03-07-2006, 04:18 AM
Cheers. Unfortunately most of the trees will be accessable - they'll provide cover.

Tried adding a player-clip box around the trunk (and up to about where they can jump) which works well; suppose now the only thing I should do is add a bulletblock, as I'm sure shooting through trees won't enhance gameplay at all.

Will implement fade distances when I work 'em out - am relatively new to the finer parts of Hammer.

Is there a way of assigning a material effect to bulletblocks, so that it looks like you're shooting a tree, not thin air?

KominAaa
03-07-2006, 04:56 AM
Maybe a special transparent material with a "wood" surface setting?

Im no good with vmts :l

Ol' Noodle Head
03-07-2006, 09:54 AM
suppose now the only thing I should do is add a bulletblock
Newbie question: What's a bullet block? I ask because I have what I thought was a very thick fence in my map (32 units) and bullets seem to tear straight through it.

Also, regarding trees in the open, what's a good general fade distance?

KominAaa
03-07-2006, 09:59 AM
Id say it really depends of your point of view and the size of your map and the complexity of your scene.

start 2000
end 3000 should work.

It requires a lot of testing though :l

Bocasean
03-07-2006, 10:31 AM
There are some bare tree models in dod_the_roads and in dod_rethel. They add some cool ambience to those maps, so check them out if you'd like.

Ol' Noodle Head
03-07-2006, 11:27 AM
start 2000
end 3000 should work.

It requires a lot of testing though :l

Thank you, that gives me something to start experimenting with.

cLouTieR
03-07-2006, 11:40 AM
i like the second picture best

KominAaa
03-07-2006, 11:46 AM
Originally posted by Ol' Noodle Head
Thank you, that gives me something to start experimenting with.

Btw theres a button on the upper right of hammer that toggles on/off the fade distance for props.

So the way to do that is to copy the model name in the clipboard then go to map>entity report and paste the model name in the parameter field and it will select all your trees.
Then you can edit all the fade distance for all your trees at the same time.

have fun.

summit
03-07-2006, 01:39 PM
A bullet block from my experience just stops bullets - easy. You don't get the material effect though, ie: wood shoots chips and metal sparks.

Thanks for the help guys, I'll start playing around with all this - esp. the fade distance for optimisation.

cheese-sarnie
03-07-2006, 01:42 PM
i'm using an invisible wood texture to clip trees in my maps, tho' you get black wood chunks when you shoot it. i also make them func_detail.

i think a better solution would be to clip the trees with a normal wood tex that is roughly the same colour as the tree but make the clip just inside the trunk, so when you shoot it you should get wood colour chips.

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