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Jungle Boogie 2

Jungle Boogie 2
Name:ando
Date Posted:Apr 04, 2007
Rating:Not Rated
Public:YES
Comments:YES
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After some feedback from my previous blog I fixed the offending eye candy (grass and detail map) and pushed the scene some more. I could keep adding to this but it would kill framerate as the alpha textures really suck up the frames.

I don't have any broken food to give as prizes for guessing the framrate this time, sorry :) so I will just tell you... 62FPS @ 1280x1024 not bad

It could be interesting to port this scene into TGEA just to compare visuals and performance.

Recent Blog Posts
List:08/15/08 - Anybody want to make a game :)
05/14/08 - 1.7 Good Stuffage
02/04/08 - Stuffage
12/15/07 - Gnostaria WIP4
10/12/07 - Gnostaria WIP3
10/06/07 - Gnostaria WIP2
09/19/07 - Gnostaria - Work in progress
06/11/07 - TGEA bling

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Surge   (Apr 04, 2007 at 20:29 GMT)
This looks really good!
I have been able to build a scene similar in density, but not as good looking as yours.
My problem was always how extensive the foliage covers.
How far does the forest extend to?

Phil Carlisle   (Apr 04, 2007 at 20:33 GMT)
You'd have to have shadows on the plants and trees in TGEA, but then you'd see the lack of alpha test in the shadows (hehehe.. freindly dig at John K there )

Looks good andy, needs a bloody AK47 or something though.. crossbows in the jungle are so... rambo 2 :)

Dylan Romero   (Apr 04, 2007 at 20:34 GMT)
Nice improvement!

Eric Schuld   (Apr 04, 2007 at 21:21 GMT)
Trees actually remind me of the pictures from the kids book "Where the wild things are." - dunno why - just does lol. (Could just be my messed up brain today though lol)

Otherwise looks really nice!

Alexander "taualex" Gaevoy   (Apr 04, 2007 at 21:42 GMT)
Nice visuals, Ando

As you know TGE is not very friendly to the modern video cards, so TGEA version will give you at least x3 boost if you define trees as static geometry.

FYI, a similar scene in Ogre3D rendering engine shows about 200 fps with shadows on ATI x800 GTO, and Ogre3D is optimized for modern cards. ;) I even can squeeze up to 400 fps if I optimize here and there, and put all my AI into a separate thread.

However, 62 fps is still very playable, so you are fine by all means :) Good luck!

Tom Bentz   (Apr 04, 2007 at 21:50 GMT)
Wow thats gorgeous!

Mark McCoy   (Apr 04, 2007 at 22:02 GMT)
Xtreme Panda Hunting!!!

Leroy Frederick   (Apr 04, 2007 at 22:05 GMT)
Nice one ando, the grass and overall scene looks much better! The frame rate sounds good too at the spec mentioned! Only problem is I was kinda looking forward to seeing who might win the broken food this time :-(
Edited on Apr 04, 2007 22:06 GMT

James Wiley   (Apr 04, 2007 at 23:06 GMT)
Thanks looks really good. Nice work.

Kory James   (Apr 04, 2007 at 23:29 GMT)
Hey ando, great work!!!!!!!!
I also a modeller and I was wonder how you did the alpha textures for the grass and leaves on the trees. I have an idea of how to do it but I don't know what program can do it. If you can let me know how to do so and what program you use. I was be very greatful
you can just email me.

Again excellent work some of the best I've seen.

Tim Heldna   (Apr 05, 2007 at 00:16 GMT)
Quote:


I fixed the offending eye candy (grass and detail map)


You sure did, huge improvement over the previous screenshot. Nothing looks out of place now, it all flows freely.

The entire scene looks brilliant, pity about the lack of shadows. TGEA won't even help you there.

Anton Bursch   (Apr 05, 2007 at 00:37 GMT)
sweet

Tom Eastman (Eastbeast314)   (Apr 05, 2007 at 01:22 GMT)
The middle vertical band looks like a stylized painting or something. Nice!

J Sears   (Apr 05, 2007 at 02:17 GMT)
that's one of the best examples of taking people's feedback to heart and making huge improvements, nice work.

I see the where the wild things are reference too, it's not a bad remark in anyway that was my favorite book as a kid.

Edward Smith   (Apr 05, 2007 at 02:36 GMT)
Great looking scene would look good in any ones game.

Huge improve over the last.

ando   (Apr 05, 2007 at 07:57 GMT)
Thanks guys, glad you like the improvements, no point in getting feedback unless you act on it eh :)

@Surge, the trees and foliage extend to the borders of the terrain with low view distance.

@Phil, We should send Rambo and his crossbow to John K's place, hehe

@Eric, Kork is pretty wild but I dunno if he was featured in the book :)

@Kory, I use Photoshop
Edited on Apr 05, 2007 07:58 GMT

Stephan (viKKing) Bondier   (Apr 05, 2007 at 08:57 GMT)
I liked the previous one, but this one is a real improvement. Nice work.

Kory James   (Apr 05, 2007 at 11:57 GMT)
But is their a script code that you have to put in to get it to be transparencies into torque because i got the alpha textures done but when i load the texture in showtools it doesn't have transparencies, is thier a forum on the site for this? or does the software that you us matter because i us a software call toolbox and milkshape.

thanks again

Fucifer   (Apr 05, 2007 at 16:39 GMT)
Outstanding work.

Kory If you using milkshape to export a model with transparency it depend on what exporter you using. There is different setting for the different exporter. Plus in MilkShape, Drag the slider under the word Emissive to the E.
Edited on Apr 05, 2007 16:41 GMT

Kory James   (Apr 06, 2007 at 01:06 GMT)
Sorry, I'm lost so what software do you think would be the best to use?

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