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New Vegetation models

PostPosted: 06 Feb 2014, 20:52
by Julius
Just as a heads-up:
viewtopic.php?f=6&t=5298

Could also fit very well in StuntRally.

Re: New Vegetation models

PostPosted: 06 Feb 2014, 22:26
by CryHam
Awesome, thanks for info, downloading. I love vegetation.

Re: New Vegetation models

PostPosted: 08 Feb 2014, 01:11
by Wuzzy
This is indeed awesome. I have viewed the previews. The interesting packs for Stunt Rally are obviously: Tropical Environment Pack, Africa Savanna Pack and Conifer Forest Pack. These packs not only include trees, but also grass, bushes and some buildings, barrels and boxes and even rocks. Many models would greatly fit to Stunt Rally.

Re: New Vegetation models

PostPosted: 08 Feb 2014, 11:37
by CryHam
I've checked the demos, and quickly gone through the pdf and resources. Quite big packs with lots of stuff.
Will require some work to convert .dae, open in Blender and export as Ogre (.mesh.xml, fix tangents..). And convert dds to png (later). Write and test .mat materials.

I like the rocks and stone textures, also most trees, some 1k terrain textures, and definitely the tropical vegetation.
Not sure about rest but eg. grass textures are smaller than ours, and just 1-3 usually, we have more (IIRC were also CC0).

I'm leaving this for later, maybe much later because I already started that Huge thing called replacing all (small/old) terrain textures with CC0 ones.
Progress is shown on Roadmap. This will consume a lot of time.

Re: New Vegetation models

PostPosted: 08 Feb 2014, 11:50
by Julius
The nice thing about these is that they all fit together very well as they have been done by one guy alone. Art consistency is still something Stunt-Rally could improve a bit.

Besides that, I would love to see some coding efforts to make the game more performant on lower end PCs (it should definitely run very fluently on a Kaveri APU as that will be the new gaming "standard" and I guess a very common Steam-machine) and some gameplay abstraction to allow easier modding would be cool also.

Re: New Vegetation models

PostPosted: 18 Feb 2014, 15:01
by Calinou
Julius {l Wrote}:Besides that, I would love to see some coding efforts to make the game more performant on lower end PCs (it should definitely run very fluently on a Kaveri APU as that will be the new gaming "standard" and I guess a very common Steam-machine) and some gameplay abstraction to allow easier modding would be cool also.


Increasing terrain error helps (in game.cfg and/or editor.cfg), version 2.3 will allow you to set it up to 4 (instead of 2) in the GUI, but you can increase it to 8 or 16 with only a bit of road tearing (depending on tracks).

I don't think IGPs are seen as a gaming standard by anyone except Intel and AMD.

Re: New Vegetation models

PostPosted: 18 Feb 2014, 18:01
by Julius
And Microsoft and Sony (both new consoles are basically Kaveri APUs). Good to know about the terrain error setting though.

Re: New Vegetation models

PostPosted: 18 Feb 2014, 18:33
by CryHam
Well just for info, I won't be doing anything to make it work better on lower hardware, simply because I already have a high hardware (well, only by the way of doing sth else).
Also probably a lot depends on OGRE, so let's hope new versions will improve performance.
And yeah, IGPs ? For SR ? Heh LOL.

Re: New Vegetation models

PostPosted: 18 Feb 2014, 22:31
by Calinou
CryHam {l Wrote}:Well just for info, I won't be doing anything to make it work better on lower hardware, simply because I already have a high hardware (well, only by the way of doing sth else).
Also probably a lot depends on OGRE, so let's hope new versions will improve performance.
And yeah, IGPs ? For SR ? Heh LOL.


Recent IGPs, such as an Intel HD 4600, should be able to play SR OK with medium settings.