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VonBeerhofen

New Supertrees 2 variant

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Using a very old texture design which used to be UHR (= 512 x 256) redesigned for standard texture size 256 x 256 in 8 bit. 3D model may still change as it was selected from my base library of models. Another one may be more impressive, you never know.

VonBeerhofen

Trees147.jpg

Edited by VonBeerhofen

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On 10/24/2019 at 5:06 PM, VonBeerhofen said:

Using a very old texture design which used to be UHR (= 512 x 256) redesigned for standard texture size 256 x 256 in 8 bit. 3D model may still change as it was selected from my base library of models. Another one may be more impressive, you never know.

VonBeerhofen

Trees147.jpg

Coniferous trees, I presume?  Many older coniferous trees have an elevated, flat bottom because they have had their lower limbs "trimmed" by deer and other, similar, animals.  The flat bottom is usually about 7 feet above the ground, as that is the limit of the deer's grazing capabilities.

I don't know if that level of detail is worth portraying in an aircraft simulation, but in a ground-level sim, it would be extremely important.

I note the presumably coniferous trees are all the same color.  There is certainly a color variation within coniferous trees.  Perhaps a few, slightly different, but appropriate hued trees, intermixed might not only be more visually interesting, but more realistic.

As always, submitted for consideration. 

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Supertrees II can display 12 different species in EAW out of a selection of some 150 species created for it. To make it easier to find the changed model in the EAW world only one specimen is asigned to all trees in my game. Notice that the groups of each 3D model  has twice as many trees then stock EAW. The use of less species improves framerates which is also an important aspect in my online games.

There's a library of models I can use for the skins of trees, their mapping of the skin varies and often require minor tweaks to the model to get the best out of it. As I wrote previously no such tweaks have been done yet, the picture merely displays the resolution these new 3D models are capable of obtaining. 

VonBeerhofen

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On 10/26/2019 at 2:57 AM, VonBeerhofen said:

Supertrees II can display 12 different species in EAW out of a selection of some 150 species created for it. To make it easier to find the changed model in the EAW world only one specimen is asigned to all trees in my game. Notice that the groups of each 3D model  has twice as many trees then stock EAW. The use of less species improves framerates which is also an important aspect in my online games.

There's a library of models I can use for the skins of trees, their mapping of the skin varies and often require minor tweaks to the model to get the best out of it. As I wrote previously no such tweaks have been done yet, the picture merely displays the resolution these new 3D models are capable of obtaining. 

VonBeerhofen

I understand your interest in maintaining framerates, and believe it a very worthwhile goal.  

Since displaying multiple species within a given depiction would be problematic, perhaps it would be almost as effective, and far more gratifying for an aerial sim, to change the hue of a certain number of randomly-scattered trees.  Is that a viable proposition?

Again, I am making this suggestion, as with all other previous suggestions, on the basis of realism, and certainly NOT as a negative criticism.

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RiBob,

as I wrote before, stock EAW uses multiple 3D models where each can use it's own texture. EAWPRO doubles the number of possible textures. Principally any object can be trees if you replace houses, factories etc. with a 3D tree model which would allow some 150 different drawings at once. Only one texture is used here to make finding the model easier, if there would be 12 or more you may have to fly a long way to find this model and saving time is essential when you're creating these things.

This goes for any model you see in the game and even terrainsets. You can not fly hundreds of miles to find a specific terrain tile to check if it's any good, so I use a tilemap with just one tile throughout the EAW world so it's displayed no matter where I take off from.

VonBeerhofen

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