I just did a test of the "treelimit" I put 6-12 of each of the tree types(no changed seeds) on a map and it runs "fine" about 40 fps (looking along the entire map at 1600x1200 with everything turned on including softshadows), true there where no other placeables or AI running but placing a few more seeds than recomended won't break the engine, it just won't run smoothly on lower end machines.
@Claudius, If I read the toolset tutorial correctly the only number of tree seeds you need to worry about is the ones actualy placed in the scene, the templates should not matter.
I think the 6 tree limit is just a recomendation so lower end machines can run the maps with ease as you can't turn tree rendering on or off. What I think is happening is that all the visible trees with the same seed is being sent to the same renderbatch, so if you have an additional seed you will get an additional batch to render each stage.
As each new seed creates another vertexbuffer it takes more memmory (and longer time to render as it is unique) as it is so easy to create a totaly new tree, not as changing some tint or other variable on another placeable as those models are just instances of the base no matter what you do to them. So if you say created 200 trees and gave them each a new seed you would probably choke all but the most powerful machines as you actualy create 200 new objects and not 200 instances. So when creating a forest you really should not go any higher than say 8-10(knowing that the area will be played by people with powerful machines) trees but to be safe stick with 6.
Posted by Cladius at 2007-08-31 20:43:29 Voted 8.50 on 08/31/07
Ahh much thanks for pointing that out, in that case its a solid ploy given the somewhat uncertain impact of performance on multiple tree types.
Are you sure an additional template doesnt count as an additional tree type?
I've raised my vote, as this in my view is a great way to deliver variety with performance in mind. Thanks for taking the time to respond to my point!
@Claudius, the reason for the tree blueprints was to make it easy to add new trees with the same seed. But if you want to delete the ones in the blueprintlist it won't matter as the trees that are placed won't change.
@coreyh2, to easily position and scale trees I use a clean duplicate of the area. Then I add undergrowth like bushes and small trees sunken into the terrain mesh Resizer is an invaluable tool here to add variation in scale. Don't forget to sink even the large trees into the mesh.
Then use Terracoppa to copy over the trees to the main map, repeat for the next layer of trees.
When all the trees are copied I use Treecutter to mark all the tree spots for texturing/vertex colouring, then hide the trees on the main map and paint in and around the triggers. Hope that made some kind of sense... I'm not good at explaining.
Posted by coreyh2 at 2007-08-30 21:20:29 Voted 9.00 on 08/30/07
awesome. I really like the bushes that are actually lowered trees. I don't know how you work with so many trees so close together. I have a really hard time moving them around since they get sort of unselectable.
Posted by Cladius at 2007-08-29 22:38:55 Voted 8.50 on 08/31/07
After taking a look at these areas Im really appreciative of your efforts. The areas are well thought out and original !
Not a fan of using different templates for some placeables (eg trees I think are often tree0 template) as IMO it bloats the blueprint list unnecessarily (unless theres a specific reason im missing?). Also some greyscaling seems a bit heavy in places, parts where your using multiple grass textures seem a bit wiped out by the black colouring.
Great stuff, hope it keeps coming ! :)
Posted by Camb at 2007-08-10 16:26:24 Voted 8.00 on 08/10/07
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone