Popular Post Blazea58 Posted May 9, 2015 Popular Post Report Share Posted May 9, 2015 I decided I'd release some more assets which I've been making for anyone else to use in their maps. First up is the remake of the Renegade 2 trees to give them more variations so you don't always see the same tree everywhere. The leaf textures has been edited slightly to give them a better hue then the originals, so you can mix and match the old ones with the new ones also. Oh and just a heads up, the trees on the right sometimes have issues moving, and will drag every single leaf of that type around if you're not paying attention to which one you select first, and so on. I don't know why it does this, as they are not attached or sharing the same groupings, but I can freely move them around given i select the right one first. I'm on an empty stomach right now, so ill add to this list as i go Here's Some plants I've done with many variations of groups. These can have textures switched out to others, but make sure the texture dimensions are similar to the plant textures you decide. Here's Three more simple Pine trees I created. Here's my entire set of Renegade "styled" Pine trees, which were based off of the original ones from level edit, but I created all my own leaf variations and set each leaf in place by hand one by one. Again other textures may work with this as is, but would have to follow the same contour of the Renegade stock pine tree branch alpha channel. Here's some sandbags also. Not so highly detailed but good enough that it doesn't blow up your polygon counts. And the Tiberium crystals i made just recently for my newest map. These use 2 passes with simple reflections, nothing that will impact performance. This cabin model took a long time to complete and the polygon count is a tad higher then most at around 34,000 and doesn't have an interior. I was going to originally create an interior for it, but i deleted all my back-faces while optimizing and forgot. There is both a snow version and a non snow version for different scenes. Renegade 2 Trees New.rar Bush&Lavender.rar Simple_Pines.rar All_PineTrees.rar Rene SandBags.rar Tiberium_Crystals.rar Blazea58Cabin.rar 5 Quote Link to comment Share on other sites More sharing options...
Wallywood Posted May 9, 2015 Report Share Posted May 9, 2015 Those are pretty good 0 Quote Link to comment Share on other sites More sharing options...
Raptor29aa Posted May 14, 2015 Report Share Posted May 14, 2015 Cool, most maps I've seen are either snow, sand, or deciduous forest; so these files will definitely add a missing terrain element. 0 Quote Link to comment Share on other sites More sharing options...
Doctor699 Posted May 15, 2015 Report Share Posted May 15, 2015 Will these affect frame rate if many of them are placed? 0 Quote Link to comment Share on other sites More sharing options...
Blazea58 Posted May 15, 2015 Author Report Share Posted May 15, 2015 Will these affect frame rate if many of them are placed? Considering almost everything is using the lowest drawcalls (Material selections) possible, i highly doubt there will be lag issues. I had no problems with this area and that's still with all the other crap around including the trees. 1 Quote Link to comment Share on other sites More sharing options...
Jerad2142 Posted May 15, 2015 Report Share Posted May 15, 2015 Will these affect frame rate if many of them are placed? It of course is beneficial to attach them to other like parts (if two meshes use the same texture attach their geometry to make it save a draw call). If you load them onto the map as tiles there will be a bigger hit than if you add them as a single terrain mesh, but this is still better than adding them as simple objects, and vastly better than vehicle objects. Either way, I you can easily place 300 tiles without seeing any slowdown on most computers (Remember all the trees on Zunnie maps?). 0 Quote Link to comment Share on other sites More sharing options...
dblaney1 Posted May 21, 2015 Report Share Posted May 21, 2015 Also remember that there is a tradeoff between attaching everything to one object in the terrain vs splitting them if you are using VIS. It makes sense to split the terrain into a few different pieces if possible if you are using vis. 0 Quote Link to comment Share on other sites More sharing options...
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