exterior flora asset pack

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
odinsballs
Posts: 288
Joined: Thu Dec 20, 2012 4:25 pm
Location: south of heaven

Re: exterior flora asset pack

Post by odinsballs »

ive been testing out the assets i currently have produced, and identified the model that causes massive lag (poly caunt probably way of scale due to overmassive canopy) so the ashtree model will be removed from full version (nobody wants to play a slideshow...right?)
i'll replace that model wit a few more lower poly count models, on a more positive sidenote i've got grass (not the smoking kind) :lol: but the more oblivionesqe kind) a nice little square patch of 3d grass to turn your skybox enviroment into a nice green meadow :D
check out the grassy meadow screenshot on nexus here's the link:

http://grimrock.nexusmods.com/Images/62


also heres the lightsource i'm using (wich is pretty stable for exterior skybox:

defineObject{
name = "sx_ceiling_lamp_outside",
class = "LightSource",
lightPosition = vec(0, 6, 0),
lightRange = 25,
lightColor = vec(1.3, 1.2, 1),
brightness = 9,
castShadow = true,
flicker = false,
placement = "floor",
editorIcon = 88,
}
User avatar
odinsballs
Posts: 288
Joined: Thu Dec 20, 2012 4:25 pm
Location: south of heaven

Re: exterior flora asset pack

Post by odinsballs »

i need some people to test the currently available sample pack because i need to know if the implemented models aren't to hefty
because i'm currently experiencing massive lag (oddly enough not in full tree planted exterior cells :? ) and i would need to know if its
the new assets that are doing this, or that my rig is slowly but surely crapping out on me (6+ years old rig so verry well possible) basically if some modder could run these through a decent rig then i could asses what the culprit is.
link to dropbox sample pack download:

https://www.dropbox.com/s/6ka2skzkl5ibg ... assets.rar
(requirement: you need to download yuleland assets for use with this sample pack to create proper exterior cell)
some feedback would be verry much apreciated.
User avatar
odinsballs
Posts: 288
Joined: Thu Dec 20, 2012 4:25 pm
Location: south of heaven

Re: exterior flora asset pack

Post by odinsballs »

new screenshot of exterior with green /dead trees , placeable grass and 2 plant types
here's the link for screenshot over on log nexus:

http://grimrock.nexusmods.com/Images/63
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

Re: exterior flora asset pack

Post by hyteria »

very nice work odin )
User avatar
odinsballs
Posts: 288
Joined: Thu Dec 20, 2012 4:25 pm
Location: south of heaven

Re: exterior flora asset pack

Post by odinsballs »

hyteria wrote:very nice work odin )
yeah its coming along nicely , the only model you wanna use realy sparsely or even not at all is the ashtree model because it has a massive size (the canopy on that thing is massive and thus causing mayor lag) so im not sure if it stays in there. im now working on getting a +/- 3x3 cavern entrance/tunnel prop ingame (to make tunneling from exterior to exterior a bit more natural looking) this will be more of a lego piece this whole pack wil be more or less a lego patchwork also thinking of putting some wells and such in there (placeables). if you like you can check a few posts back on this thread there's a link there for some sample props to download
if u use those in combination with yuleland and phitts mine assets you can make a pretty nifty exterior already (but i'll put tons of stuff more in there) there arent that many exterior assets availlable for grimrock (lets see if i can do something about that) 8-)
Aeon
Posts: 31
Joined: Sun Mar 04, 2012 5:12 pm
Location: Rhineland, Germany

Re: exterior flora asset pack

Post by Aeon »

That looks absolutely awesome. Played a bit with it, I didn´t experience any lags at all (on 4 years old laptop).

Only thing is, the grass isn´t added to the pack yet? Would be nice to see if it would have an influence on framework^^

But nevertheless, keep going the great work, you can build such nice exterior environments with that!
User avatar
odinsballs
Posts: 288
Joined: Thu Dec 20, 2012 4:25 pm
Location: south of heaven

Re: exterior flora asset pack

Post by odinsballs »

Aeon wrote:That looks absolutely awesome. Played a bit with it, I didn´t experience any lags at all (on 4 years old laptop).

Only thing is, the grass isn´t added to the pack yet? Would be nice to see if it would have an influence on framework^^

But nevertheless, keep going the great work, you can build such nice exterior environments with that!
i'll get a sample pack with grass in it up in a while (i already changed it to lower poly-grass) the main lag producer is the ashtree model (but its good to know that the lag is apparently due to my rig being a bit on the low end , so i can consider current content solid
and keep those things that are currently implemented onboard) also thanks for the feedback (makes content-check more easy) :)
Aeon
Posts: 31
Joined: Sun Mar 04, 2012 5:12 pm
Location: Rhineland, Germany

Re: exterior flora asset pack

Post by Aeon »

Little update while testing:
The more ashtrees you place, the more laggy it gets :-D So, it seems to be that model which is causing those slow-downs. Hope you can fix that / find an adequate replacement, cause it indeed looks stunning when you can form a whole forest in that lego-style of mapping. ;-)
User avatar
odinsballs
Posts: 288
Joined: Thu Dec 20, 2012 4:25 pm
Location: south of heaven

Re: exterior flora asset pack

Post by odinsballs »

Aeon wrote:Little update while testing:
The more ashtrees you place, the more laggy it gets :-D So, it seems to be that model which is causing those slow-downs. Hope you can fix that / find an adequate replacement, cause it indeed looks stunning when you can form a whole forest in that lego-style of mapping. ;-)
yup thats the one (its one big mother.....) actualy its the canopy more than the tree itself the other green trees (birch and elm)
don't have that many meshes, thusly working nice and easy so i think i might eliminate ashtree from pack or at least put it in a separate file so that people can choose if they want the bigboy in there. i'm making some more greentrees anyway. also i'm now implementing a small 3x3 cave tunnel prop so one can tunnel from exterior to exterior by means of a cave instead of having to build a half castle to dress up your causeway to next exterior ;)
User avatar
odinsballs
Posts: 288
Joined: Thu Dec 20, 2012 4:25 pm
Location: south of heaven

Re: exterior flora asset pack

Post by odinsballs »

slight change of plans, i'm gonna turn this in to a theme based series of asset packs (i.e. rural areas , deep forest/swamp etc, etc)
to keep the size somewhat manageable (how many assets should a decent asset collection even have? for that matter) currently
the rural/forest part is coming along nicely and wil be ready to go in a few days (a week at best i hope)
Post Reply