Game Development Community

Combat Operations Forest map screenshots

by Charles Andrew · 08/29/2006 (11:09 am) · 6 comments

Here are some screenshots of my game Combat Operations, a modern day FPS game, for more have a look at my previous blogs, or check out my website www.willweb.co.uk and have a look on the forums, there is a lot more info, development info etc. there www.forum.willweb.co.uk

Anyway these shots are for CO Forest a map in my game (these are in-game shots, not renders...), what do you guys think? any suggestions? cheers

willweb.co.uk/pics/Co%20screens/forest1.jpgwillweb.co.uk/pics/Co%20screens/forest2.jpg

#1
08/29/2006 (12:13 pm)
Looking good.

You grass looks wrong though. You could also put in some more stones and other things to fill the stage.

Have you seen the forest pack? Still coming. But that would up the framerate a lot.
#2
08/29/2006 (12:36 pm)
no,i haven't seen the forest pack, and yeah the framerate is extremely low, and stones is a definite addition. Ill take a look at that pack, see if it's worth it
#3
08/29/2006 (12:45 pm)
I agree with James about the grass. I would also replace the default Torque terrain textures as one of the first things to do. Keep it up.

Nick
#4
08/30/2006 (12:46 am)
A few tips to make forest-izing a level easier:
1) Make a relatively short line of sight as much as possible. By this i mean to have lots of hills or small cliff ledges or dropoffs, so that it not only breaks up the terrain, but vastly lowers the amount of stuff rendered.
2) make use of fog as often as possible. While you dont need to make insano 'soldiers in the mist' level, adding some fog(in addition to the hills/ledges in idea 1 so it doesnt look out of place) it can add a signifigant level of abmience if handled correctly, while boosting your frames.
3) replicators hurt your framerates. They use ts statics, which arent nessicarily the most effeceint things ever, and if you have a ton of them in one scene, you'll be feeling hte pain of low frame rates. My suggestion to help remedy this is to get a healthy dose of LODs on all your trees, so that you arent pushing as many polies as you would otherwise.
4) clever foliage use. Having several thousand billboards of grass is painful for any machine, but you can help remedy this using clever culling(which you can do by tweaking values in fxFoliage's cull settings) and good textures. a nice way to help clutter the scene without too many billboards is to make the grass texture a) a big longer than it is tall and b) have the edges of it round down to the ground. That way, it looks like there's more grass, and at the edges of the billboards, it doesnt look out of place when you have a part that isnt covered in said grass.
6) When it comes out, get the forest pack. It's designed to give nice boosts to effeciency with this sort of thing, so it'll help you a lot.
7) refer to point 1 again. This is important. I mean it. If you look at games that sucessfully pulled off forests and the like(my personal favorite example is Metal Gear Solid 3) you can see that while they use this so that it breaks up the line of sight, it also doesnt look out of place. Making the hills and ledges blend into the terrain is a sign of good design, and will make your computer happy. For a couple of shots of what i mean: www.todojuegos.com/modules/coppermine/albums/PS2/MGS3/mgs3_ss01.jpg (not the best) but you can see how they balance the use of trees and terrain to block alot of other stuff from field of view making it more pleasant on the computer.

Anywho, enough rambling, these things 'aught to help alittle bit i hope, and it's looking pretty good so far, so i hope my tips will make it better in the end.
#5
08/31/2006 (11:29 am)
thanks for your help, im sure i can get the frame rate up now :)
#6
08/31/2006 (6:24 pm)
That grass is horrible, it needs work. I'd also recommend changing
the default terrain textures. :)