Creating a forest
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Some of you may have seen the talk on Reddit.
I’m planning on making a Team Objective map. It’s going to be situated in what will hopefully be an actual, thick forest (unlike the “forests” of some other maps :lemo:). So far I’m planning on making the forest appear dense through fog (which works well in terms of concealment and illusion of distance), large tree crowns above the normal-sized trees to make the forest appear larger from within, and terrain height-differences. I also plan on using inspiration from Vesanus’ forest map.
Hopefully it will look similar to this: https://ajcarlisle.files.wordpress.com/2014/10/shutterstock_127964312.jpg
or this
http://www.federico.name/Albums/Vacation/2009-07-22%20-%20Pacific%20Northwest%20trip,%20Sam’s%20wedding/2009-07-27%20-%20Monday%20-%20Hike%20to%20Birdal%20Veil%20Falls%20and%20Serene%20Lake%20in%20the%20Cascades/Web/01%20-%20Dense%20forest.jpgAnyways, the trouble is that the map will require loads of small details and meshes everywhere to make the forest work well. But it musn’t be laggy. The map will hopefully double as a well-functioning comp map aswell, which especially requires that it will run well in terms of FPS.
So my question is: Is it possible to achieve a somewhat large-scale, dense forest, without it being too laggy? If anyone have any tips or tricks on how to achieve this, please help me out :)
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I would say its unlikely, the trees is not the problem, not so much as the leaves. The amount of alpha in a level used to render the leaves will likely lag your level.
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You can if you can skillfully apply the usage of LOD and falloff.
(in other words, the many meshes and foliage would degrade in quality the further away you are and the grass would not be visible from a distance.)
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Is this something you can “force” for the map? Isn’t this all settings that the users choose in the game configuration? I guess low graphics would be a huge advantage lol