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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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| Profile Page: | View profile page for ando |
Blog post

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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Submit your own resources!| Surge (Apr 04, 2007 at 20:29 GMT) |
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) |
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) |
| Eric Schuld (Apr 04, 2007 at 21:21 GMT) |
Otherwise looks really nice!
| Alexander "taualex" Gaevoy (Apr 04, 2007 at 21:42 GMT) |
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) |
| Mark McCoy (Apr 04, 2007 at 22:02 GMT) |
| Leroy Frederick (Apr 04, 2007 at 22:05 GMT) |
Edited on Apr 04, 2007 22:06 GMT
| James Wiley (Apr 04, 2007 at 23:06 GMT) |
| Kory James (Apr 04, 2007 at 23:29 GMT) |
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) |
| Tom Eastman (Eastbeast314) (Apr 05, 2007 at 01:22 GMT) |
| J Sears (Apr 05, 2007 at 02:17 GMT) |
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) |
Huge improve over the last.
| ando (Apr 05, 2007 at 07:57 GMT) |
@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) |
| Kory James (Apr 05, 2007 at 11:57 GMT) |
thanks again
| Fucifer (Apr 05, 2007 at 16:39 GMT) |
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) |
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