papercoffee wrote:What about sprites?
JackGriffin wrote:For sure don't try to use tree models. If you want to make this map you are almost surely stuck with your original idea of alpha channel tree walls. There is absolutely no way the engine will handle even a super simple tree model duplicated hundreds of times. It will be a lagfest at the minimum and unplayable if you use any sort of custom lighting besides zonelight.
JackGriffin wrote:I think you are overthinking the thing. If the player understands that the forest is "off-limits" then they will just accept the tree line and it won't be visually distracting. Think about all the Nintendo games that use this very dynamic. It didn't ruin those maps/games for you did it? It won't here either.
JackGriffin wrote:Edit- forgot to add this. Nord's idea on the tree thing is usable but I ran into all kinds of problems once you add lighting. If you are zonelighting and you won't be using a sun to cast shadows then it's maybe possible but if you use any sort of lighting to create shadows then trick visuals like this really stand out. The human's eye is so damn good at discerning shadows that you just about can't trick that without real effort and anything that approaches uncanny valley trying to recreate it gets noticed super fast.
JackGriffin wrote:Are you one of these guys that just enjoys contrarianism
nogardilaref wrote:If you already added me to your ignore list
medor wrote:Replace Skaarj with EvilGrins
OjitroC wrote:I Most of the terrain in Kamah is small, steeped sided ravines or gullies so that views along them, and upwards and outwards, are very limited. Larger clearing-type areas are used sparingly.
The overall ambiance of Kamah is, of course, tropical but the general approach to the design and layout of the terrain and the placing of vegetation is perhaps something for the OP to consider in the development of his map.
Red_Fist wrote:Does this deco lag problem happen if it's in the view, or if it's the sum total of the map ?
I want to use a lot of barrels and pottery, the map has walls so you can never see them all. But it will be a lot of them.
And they also can be smashed or broken and disappear unlike trees or a lot of polys like a tree.
So far though it is kind of a big-ish map and only one zone.
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