Trees
Snapper_Jo
Join Date: 2003-10-21 Member: 21858Members
<div class="IPBDescription">wanted to keep it a surprise...</div> Heya. I hope none of my clan mates see this as I wanted to "surprise" them during testing.
Anyhoo here is the deal. On my little map (ns_outpost) I have a little recreation area. I personally think its a unique and not out of place dual-res area. It has grass, benches, but its missing something. Trees. Having an issue with them. Im new to mapping period, but to get good tree's I am at a total loss. Cant find ANY tutorials about them.
Currently I have them as func_illusionary's with flat surfaces making a "*" shape. Gonna have a small cyilinder that will render invisible inorder to keep people from walking through them completley, and allow sneaky skulks/lerks the ability to perch.
2 questions:
1) Is this the right way to go about it?
2) Is there away without spamming out flat surfaces with the texture to make it so the tops of the trees are full and you cant just see perched JPer's, Skulks, or Lerks at half the angles?
Im quite pleased with the idea as it makes an interestingly unique spot on a ns map that isnt totally out of place (if you look at it, it fits) and is a nice dual res that isnt difficult for marines to keep, and yet not that hard for aliens to take.
Anyways any CS mappers or just you smart ones that havent dealt with trees's before please help! Been working on this thing all week (yay 2 days <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) and Im afraid of having it look shoddy, which I think it is.
-Red
Anyhoo here is the deal. On my little map (ns_outpost) I have a little recreation area. I personally think its a unique and not out of place dual-res area. It has grass, benches, but its missing something. Trees. Having an issue with them. Im new to mapping period, but to get good tree's I am at a total loss. Cant find ANY tutorials about them.
Currently I have them as func_illusionary's with flat surfaces making a "*" shape. Gonna have a small cyilinder that will render invisible inorder to keep people from walking through them completley, and allow sneaky skulks/lerks the ability to perch.
2 questions:
1) Is this the right way to go about it?
2) Is there away without spamming out flat surfaces with the texture to make it so the tops of the trees are full and you cant just see perched JPer's, Skulks, or Lerks at half the angles?
Im quite pleased with the idea as it makes an interestingly unique spot on a ns map that isnt totally out of place (if you look at it, it fits) and is a nice dual res that isnt difficult for marines to keep, and yet not that hard for aliens to take.
Anyways any CS mappers or just you smart ones that havent dealt with trees's before please help! Been working on this thing all week (yay 2 days <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) and Im afraid of having it look shoddy, which I think it is.
-Red
Comments
There's also some prefabs of it floating around but I can't find it yet <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Basically it had the * design you have, then he put more diagonal ones in from the other two axes and some on an angle between the two - kinda hard to explain <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
...
Check here for a nice example of a tree: <a href='http://prefabs.gamedesign.net/prefab.php3?prefab_id=1096' target='_blank'>http://prefabs.gamedesign.net/prefab.php3?...?prefab_id=1096</a>
It has brush trees, but u need to use the cstrike.wad for it
The trees are infact very good, and u also got a large selection of doors
Its an open source map, and i don't think tommy14 would mind u useing his brush work in a ns map
amckern
If I keep getting these kinds of questions the "Special Thanks" is gonna be a long one....
-Red
you could always say, BIG THANKS TO ALL THOSE AT THE NS.ORG froums, u know who u r <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
amckern
amckern
Put credit ;d
<img src='http://www.kingmaker-mod.com/team/Bull3t/z_tree1.JPG' border='0' alt='user posted image'>
<a href='http://www.kingmaker-mod.com/team/Bull3t/zer0tree.zip' target='_blank'>http://www.kingmaker-mod.com/team/Bull3t/zer0tree.zip</a>
Plus Im lazy. So thanks guys! /me begins adding to the credit list.....ponders on doing it like on ns_origin....
-Red