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Geek Culture / A forest I made for a paintball game

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Super Nova
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Posted: 3rd Oct 2011 15:48 Edited at: 3rd Oct 2011 18:07
I was/am working on a paintball game and made a forest which I think is turning out to be pretty good. The last thing I was working on was adding shadows which is a bit tougher than I originally thought. I have been busy with school and work lately so there hasn't been much progress lately but I try to put some time into when I can. Just thought I would share a video I made showcasing it, comments welcome!



"What I have shown you is reality. What you remember, that is the illusion."
Pincho Paxton
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Posted: 3rd Oct 2011 15:57
That is a nice forest, looks very realistic.

Fallout
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Posted: 3rd Oct 2011 15:59
Looks good to me! Good density and nice land detail. Getting the lighting right will definitely be tricky. I had to mute the vid after about 15 seconds though. That's the most atrocious music I've heard for a long time.

Super Nova
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Posted: 3rd Oct 2011 16:53
Thanks! Yeah, I should have added music that I have for the game to add to the atmosphere, I think I will do that

"What I have shown you is reality. What you remember, that is the illusion."
xplosys
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Posted: 3rd Oct 2011 17:02
This looks great! I really know nothing about how this would be done, so can you tell me how much of this forest is unique content. I assume there is some replication? How big is the final forest or level?

Brian.

Super Nova
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Posted: 3rd Oct 2011 17:46 Edited at: 3rd Oct 2011 17:50
@xplosys - Thanks, there is no repetition, the forest is divided up into sections, there can be any number of sections and each section can be completely unique (well as long as the texture for each group in a section is the same, I got around that by some tricky texture work lol).

There is no limit to the different number of sections, unfortunately though, when you start to reach a couple thousand different objects in DBPro, there is a serious hit of lag.

I could go into more detail as to how the terrain is actually generated, but it's pretty much just vertexdata commands that merges together as many objects into a single section. In this video, there are 8 different object groups (1 for bushes, 1 for tress, 1 for grass, ect.). The forest is made up of an 8x8 grid of these groups, so if you do the math, there is 8^3 objects total which is 512, which DBPro can handle well. There can be any number of groups and the grid can be of any size, it doesn't even have to be a grid, that's just how I have it set up currently.

An 8x8 grid is good enough for what I need, although originally I had it set up as 20x20 and that was way to big. The scale is 50x50 DBPro units for each section which comes out to be 400x400 units. It is scaled to be about 1DBPro unit = 3ft. Doing the math, I have calculated that if it were to be converted to real life dimensions, it would be 1200ftx1200ft or 1,440,000ft^2

EDIT: I forgot to mention, that number of objects does not include separate hi-detail objects that I use for the trees leaves when you get close to them, that creates an average of another 150 objects on screen

"What I have shown you is reality. What you remember, that is the illusion."
xplosys
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Posted: 3rd Oct 2011 18:24
Thanks Super Nova, I really should start playing around with DB. It seems pretty powerful when you see something like this.

Brian.

FLAME123
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Posted: 3rd Oct 2011 20:23
I honestly can't wait to see it with full lightmapping!

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Plystire
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Posted: 4th Oct 2011 00:03
I'd get lost in there so easily..

"Where the heck am I? Wait a minute, I've SEEN this log before! And that log! And that one! Oh god, I must be going in circles! "


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nackidno
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Posted: 4th Oct 2011 02:22
To be frank, that looks awesome. Very realistic!

Agent Dink
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Posted: 4th Oct 2011 04:38
Can you do trails? Otherwise it's spectacular. Gorgeous and feels endless. No visible LOD in those videos either which is even better!

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Super Nova
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Posted: 4th Oct 2011 05:48
Thanks everyone About the logs actually, its possible for every log to be different (well, technically every log already is, its just four different log models all scaled to different sizes), but I am not very good at making models so I just made 4 basic ones I could manage lol.

@Agent Dink - Yes, trails are possible since the ground is actually a Blitz terrain, so what ever that is capable of, so is this.

"What I have shown you is reality. What you remember, that is the illusion."
Fallout
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Posted: 4th Oct 2011 10:37
The new music makes it feel epic. Good feeling now. It feels like something is going to kick off! Are you going to attempt any kind of river or water?

Kezzla
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Posted: 4th Oct 2011 11:27
Quote: "There is no limit to the different number of sections, unfortunately though, when you start to reach a couple thousand different objects in DBPro, there is a serious hit of lag. "


One Idea that I implemented to get dense undergrowth for a forest is a subroutine that moves objects further than say 50 meters away from you to a random location in front of the player, so you can have your landmark trees and massive undergrowth detail(I still got 30 - 40fps with excessive undergrowth.)



Your forest looks really nice, Dbpro forests are a passion of mine and I like yours

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Super Nova
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Posted: 4th Oct 2011 12:00 Edited at: 5th Oct 2011 01:13
@Fallout - Thanks, for the game I am working on, I am not going to have a river or anything like that, but maybe someday, I would need to look into how to make decent water though because I'm not too sure what method would work best with this type of terrain.

@Kezzla - your system looks like it works really well! I'm sure our subroutines aren't too different from one another because they accomplish the same thing in essence.

Now that I watched your video, I am curious as to what kind of speed my terrain gets on other peoples systems. The system that I test it on is a :

Intel Pentium 4 3.2GHz Processor
2GB Ram
Nvidia GeForce 7800GS

and I average about 100 fps. I will try to upload a demo if anyone is willing to give it a go that would be great. Thanks.

EDIT: I have a demo ready to test, but I don't want to just post the files for anyone to download because some of the textures I bought from Dexon and cannot simply post freely I am sure. If anyone is interested in testing, please email me at
That is, until I make a more proper version that will not have this issue.

"What I have shown you is reality. What you remember, that is the illusion."
Libervurto
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Posted: 5th Oct 2011 01:22
Looks really impressive, well done.
My only concern is how playable that forest will be, do you have any open areas? It looks like it would be very hard to have an open line of sight for more than a few yards, which makes hitting a moving target extremely difficult.

Have you got a plan of the forest we could look at?

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Super Nova
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Posted: 5th Oct 2011 07:12
@OBese87 - Thanks, the current forest is really just a stress test to make sure that the system can actually handle this kind of detail. The final forest will have more openness to it, but it is still going to be pretty dense is some areas. Paintball guns aren't as accurate as real guns so distance concern is somewhat different, but you're right, line of sight is going to a factor

If anyone wants to try it out for performance testing I will email them the demo. See the edit in my post above this one.

"What I have shown you is reality. What you remember, that is the illusion."
Fallout
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Posted: 5th Oct 2011 09:30
Quote: "Thanks, for the game I am working on, I am not going to have a river or anything like that, but maybe someday, I would need to look into how to make decent water though because I'm not too sure what method would work best with this type of terrain."


I don't blame you. Water is really difficult to do well, especially the river type flowing water you'd expect in a forest. Well done for keeping it simple, rather than being too ambitious.

PAGAN_old
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Posted: 5th Oct 2011 20:58 Edited at: 5th Oct 2011 21:04
seriosly an awesome forest i love it Keep it up. Also i think it would be even cooler if you can make some trees that fell over from a storm or broken trees or something or even a few old dead trees. When i was a kid living in russia, I often went outside of moscow to a forest that very closley resembles the one you made. with toppled and broken trees once in a while. It would be even cooler if you add a few abandoned buildings too. I just remembered that not far from where i lived there was an abandoned summer camp, and Someone bought the land and used it to open up a paintball club.

So just throwing out my ideas out there to make it cooler but that dosent mean your thing isnt already cool, i think its really cool.


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bergice
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Posted: 5th Oct 2011 21:08
I would love to explore that forest and play paintball in it! Looks very immersive and dense. Good luck, I hope you finish this game.
gwheycs62egydws
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Posted: 8th Jan 2012 07:44
@Super Nova

how big is he world you created for your paint ball game ?

What did you use to make the land ?

to move side ways - is to move forward
Since a Strait line gets thin fast
WLGfx
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Posted: 8th Jan 2012 12:11
I've only just spotted this and well, err, wow... Thumbs up...

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The Zoq2
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Posted: 8th Jan 2012 12:34
That looks amazing, one of the best forests i've seen in a game ever!

I realy hope you finish the game!
Super Nova
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Posted: 10th Jan 2012 18:50
@Resourceful - the size of the world has no real limit, for test purposes, I chose an 8x8 grid which I explained in more detail in an earlier post how that can be interpreted into size. The land or ground in done with blitz terrain

Thanks everyone! This is not dead, well, it is still crawling anyway, I am currently adapting this terrain system to handle buildings and such for another project I have going as well. When that is done, I should have an editor that will be able to handle as much detail as possible no matter what the world looks like, forest or city, but that probably won't be anytime soon unfortunately because time is usually against me these days. I really appreciate the comments as they help motivate me to move things along.

"What I have shown you is reality. What you remember, that is the illusion."

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