cRPG

cRPG => Scene Editing => Topic started by: FRANK_THE_TANK on August 04, 2012, 08:25:19 am

Title: Help with a follage heavy map.
Post by: FRANK_THE_TANK on August 04, 2012, 08:25:19 am
I'm currently creating a map from a game that I get nostalgic about, Close Combat.

The first map on close combat 1 was a basically a series of hedge rows with a road down the center. I'm creating a map inspired by that one.

My question is what type of foliage should I avoid... I'm about 25% done, I've terraformed the land and added some stuff, like roads and small stone walls and now I'm about to get into the meat of it and I've suddenly become aware that I could be making something that will just wipe out peoples PCs...

So what is going to have the least impact on performance while giving me what I need.

I need to create something you can't see through but can pass through.

Any thoughts?
Title: Re: Help with a follage heavy map.
Post by: gazda on August 04, 2012, 09:38:53 am
is that map you're creating for warband?
Title: Re: Help with a follage heavy map.
Post by: zagibu on August 04, 2012, 12:26:02 pm
You can place quite a lot of foliage. I think battle on ice uses some 300 trees or something.
Title: Re: Help with a follage heavy map.
Post by: Jacko on August 04, 2012, 12:29:42 pm
Larger bushes? Select a bush, before right clicking, size the bush up with B, then click away (it will keep the size until you select something else). Trees are worse then bushses. Some flora will fade away when you get further out, some will not. Just try it, most people actually have no problems with trees and bushes. 
Title: Re: Help with a follage heavy map.
Post by: FRANK_THE_TANK on August 04, 2012, 01:20:27 pm
cheers :D
Title: Re: Help with a follage heavy map.
Post by: gazda on August 04, 2012, 01:24:09 pm
there are some more props you can walk trough, i think theres water scene prop, which is just a square with water texture on it
and also theres a white line(i dont know exact name of the prop), you can strecth it to size you want

edit

also if you place items as scene props, you can pass trough them, cause they dont have collision meshes (i think)
Title: Re: Help with a follage heavy map.
Post by: FRANK_THE_TANK on August 04, 2012, 02:08:41 pm
Holy shit making hedge rows = huge pain in arse lol.

You have to do multiple runs with different size and angled bushes and then break it up with other plants or it just looks like complete crap. This is going to take a while.

Cheers gazda
Title: Re: Help with a follage heavy map.
Post by: zagibu on August 05, 2012, 01:03:05 am
Yeah, it's a shame you can't copy + paste in this editor. Just imagine copying a whole bunch of bushes, then pasting it 20 times and maybe doing some group rotations inbetween.
Title: Re: Help with a follage heavy map.
Post by: FRANK_THE_TANK on August 07, 2012, 10:55:06 am
That would be great.

At the moment my technique is to do runs.

First run are the biggest bushes that give it differences in height and I rotate a couple here and there.

Then I place couple of out place objects at various points.

Then I do the "garbage run" and dump huge amount of the same thing rotating it every 10-30 clicks.

I've got some huge amount of bushes :O +1k
Title: Re: Help with a follage heavy map.
Post by: Jacko on August 07, 2012, 05:26:07 pm
Don't forget to use the auto rotation box. Did this in 2 minutes tops, and looks it looks decent:

(click to show/hide)
(click to show/hide)

I used the level tool to raise 1 above the level I was at, and increased the size of the bushes (B before right clicking), then lowered them into the ground somewhat (T before right clicking).
Title: Re: Help with a follage heavy map.
Post by: FRANK_THE_TANK on August 10, 2012, 08:18:22 am
Finished my map and I've placed some spawns but I'm not sure if I've done it right.

How can I get this thing into everyone hands so they can point out all the sperg spaz shit that I've done.