MegaGlest Forum

Modding and game content creation => Maps, tilesets and scenarios => Topic started by: -Archmage- on 31 October 2012, 01:14:41

Title: Jungle-HD 2.0 Beta Released! (Latest Source Files Available)
Post by: -Archmage- on 31 October 2012, 01:14:41
I decided I'd try to make some vegetation models...then I thought 'hey I could make a tileset for Glest! I've never done that!".
So here I am, I've created quite a few new models!

I took the Jungle tileset from Megapack, which could use improvement, and started modeling replacement art and focusing on low polycount, and good design using hd textures. I got all my textures from burningwell.org, and created 1 .png for almost all the vegetation. I have no problem with people taking the textures out to use some of the quality vegetation textures it contains. I also worked on improving the quality of some of the default textures.

Latest Stable Version: 1.0.1
Current Version:          2.0-Beta



DOWNLOAD - ALPHA - ~9MB (https://www.dropbox.com/s/ka43flv0r8mxhr8/jungle_hd.zip)
DOWNLOAD - BETA - ~13MB (https://www.dropbox.com/s/la6n38catwinq6l/jungle_hd_beta.zip)
DOWNLOAD - V1.0.1! - 7Z ~18MB (https://www.dropbox.com/s/fp3mszd5zgpe2fp/jungle_hdV1-0-1.7z)
DOWNLOAD - V1.0.1! - ZIP ~20MB (https://www.dropbox.com/s/usmv7cd1i475d0k/jungle_hdV1-0-1.zip)
Code: [Select]
[url=https://docs.google.com/file/d/0B1TUVKDu5jKRLWV1aHRzU0gza0U/edit]DOWNLOAD - V2.0 BETA - 7Z[/url] --
Code: [Select]
[url]DEV FILES[/url](uploading...)


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Title: Re: JungleHD Alpha Release
Post by: softcoder on 31 October 2012, 04:50:27
As a reminder, always run the validator. For tilesets its very easy to do so:

Code: [Select]
softcoder@softcoder-linuxu-11:~/Code/megaglest/trunk/mk/linux$ ./megaglest --validate-tileset=jungle
====== Started Validation ======
Filtering tileset: jungle

---------------- Loading tileset inside world ----------------
Found tileset filecount = 97, used = 97

Validation found NO ERRORS for tilesetPath [/home/softcoder/Code/megaglest/trunk/mk/linux//tilesets/] tilesetName [jungle]:
----------------------------------------------------------------
====== Finished Validation ======

Thanks
Title: Re: JungleHD Alpha Release
Post by: -Archmage- on 31 October 2012, 05:29:39
I'm on Windows...Windows 7. Is there any issue with the tileset?
Title: Re: JungleHD Alpha Release
Post by: softcoder on 31 October 2012, 06:18:51
You can run this on windows from commandline (in the directory you installed megaglest). I did not download and validate it as we are preparing for a 3.7.0 release and have no time right now.
Title: Re: JungleHD Alpha Release
Post by: wciow on 31 October 2012, 11:24:30
The alpha version looks ok:

Code: [Select]
will@Pathfinder:~/megaglest$ ./megaglest --validate-tileset=jungle_hd
====== Started Validation ======
Filtering tileset: jungle_hd

---------------- Loading tileset inside world ----------------
Found tileset filecount = 96, used = 96

Validation found NO ERRORS for tilesetPath [/home/will/.megaglest/tilesets/] tilesetName [jungle_hd]:
----------------------------------------------------------------
====== Finished Validation ======
Title: Re: JungleHD Alpha Release
Post by: tiger on 5 November 2012, 04:34:52
Wow, Tileset looks really cool! How low poly are the models though? I find that the best tilesets are usually very high poly and make some computers very choppy.
Title: Re: JungleHD Alpha Release
Post by: ElimiNator on 5 November 2012, 04:47:07
Definitely a improvement on MegaPack's current one, glad to see you again.  :)
Title: Re: JungleHD Alpha Release
Post by: tiger on 5 November 2012, 16:50:55
I noticed that some of the bushes are very bright and some are dark.
This contrast could be fixed by adding

      <object walkable="false">
         <model path="models/foresttree_1.g3d">

         <rotationAllowed value="false"/>   
      </model>

and just rotating the models yourself in blender.
Title: Re: JungleHD Alpha Release
Post by: -Archmage- on 5 November 2012, 23:20:18
Most of my models are lower poly than the models they're replacing. :)

I'm hoping that this tileset will replace MG's current one, and if it does I'll consider making another HD tileset.  ;D
Title: Re: JungleHD Alpha Release
Post by: -Archmage- on 25 November 2012, 23:11:14
Yo guys I've made some new art and some stuff is animated. I'm gonna release a beta soon and some new screenshots of the newer art. :)
You guys know of any cool jungle-y plants you'd like to see in Glest?
Title: Re: JungleHD Alpha Release
Post by: titi_son on 2 December 2012, 14:26:37
I'm having trouble importing g3ds with Blender 2.63 though....
You should take a newer or older Version of Blender because i also ahd some strange Problems with this Version.
Blender 2.63 just decided to delete me one animation so that i just have the g3d of this animation left.  >:(

Ok now for your tileset  ;D :
The screenshots look great but my gfx-card is broken so i am not able to try it...
Maybe i will take a look at it with the Computer of titi.
Title: Re: JungleHD Alpha Release
Post by: -Archmage- on 2 December 2012, 21:35:46
Thank you PT, I'm downloading Blender 2.64 now.  :)
Beta will come out very soon with multiple new models, enhanced textures, and some animations!
Title: Re: JungleHD Alpha Release
Post by: MightyMic on 3 December 2012, 00:48:48
Thank you PT, I'm downloading Blender 2.64 now.  :)
Beta will come out very soon with multiple new models, enhanced textures, and some animations!

Awesome!
And might I say that Jungle HD is one of the nicest looking tilesets in the game :D
Title: Re: JungleHD Alpha Release
Post by: -Archmage- on 5 December 2012, 01:52:52
Thank you MightyMic, the Beta already looks twice as good as the alpha version! I plan the final version to be professional looking. :)
Title: Re: JungleHD Alpha Release
Post by: softcoder on 5 December 2012, 02:39:23
Keep up the good work guys.
Title: Re: JungleHD Beta Released!
Post by: -Archmage- on 6 December 2012, 18:32:19
The Beta is now available for download, screenies will be up soon!

Current Issues:
-Rocks texture looks... 3D like red and blue, but I didn't do that, and I looked at the texture and it looked fine in gimp.
-Animations don't work, I'm hoping someone can look at it and show me where I went wrong...
Title: Re: JungleHD Beta Released!
Post by: wciow on 6 December 2012, 19:29:21
Animations work for me and the rock texture looks ok.

The tree animations need to be about 1/3 of the current speed but otherwise a very nice tileset  :thumbup:
Title: Re: JungleHD Beta Released!
Post by: -Archmage- on 6 December 2012, 20:07:00
Ah I probably have an outdated version of MG. Thank you for testing Wciow!
I will fix all of these things soon.
Title: Re: JungleHD Beta Released! [issue]
Post by: -Archmage- on 6 December 2012, 20:57:47
Code: [Select]
[spoiler=BETA IMAGES][img]http://imageshack.us/a/img132/5072/megaglest20121206131940.png[/img]
[img]http://imageshack.us/a/img831/8578/megaglest20121206131652.png[/img]
[img]http://imageshack.us/a/img703/231/megaglest20121206131810.png[/img]
[img]http://imageshack.us/a/img547/6582/megaglest20121206131705.png[/img]
[img]http://imageshack.us/a/img24/4285/megaglest20121206131820.png[/img]
[img]http://imageshack.us/a/img14/1641/megaglest20121206131914.png[/img]
[img]http://imageshack.us/a/img6/7729/megaglest20121206131659.png[/img]
[/spoiler]

I try to post this and I get a page filled with:
Warning: mysql_real_escape_string() expects parameter 2 to be resource, boolean given in /home/jglestao/public_html/glest_board/Sources/Subs-Db-mysql.php on line 132

or a 500 error...
Title: Re: JungleHD Beta Released!
Post by: Omega on 7 December 2012, 03:38:15
Weird. Seems to be an issue with the img tag, but I don't have the time to look further (finals seasons). When exams are done, I'll take a closer look. For now, I've uploaded the images as an an album to imgur (http://imgur.com/a/hutaq), which you should consider doing anyway, since the contents of spoiler tags are still loaded, even if the tag isn't opened (it's basic hiding javascript, not an AJAX request).
Title: Re: JungleHD Beta Released!
Post by: -Archmage- on 7 December 2012, 04:58:47
Thank you Omega, also when yer done will you try a game or two with the tileset eh?  8)
Title: Re: JungleHD Beta Released!
Post by: Omega on 7 December 2012, 08:28:53
'course. Also, I noticed in your first post you mentioned having importing problems. Is that still the case? If so, can you be more specific?
Title: Re: JungleHD Beta Released!
Post by: titi_son on 7 December 2012, 14:54:46
Ok now looked at it ingame :)

and it looks great :o

Will you replace the ground textures? because it look ugly with high res models but 64x64 ground textures :)

then its perfect i think   :)
Title: Re: JungleHD Beta Released!
Post by: MuwuM on 10 December 2012, 08:07:28
MG does only supports 64x64 ground textures so far I know. :(

But, yes, it looks great  :)
Title: Re: JungleHD Beta Released!
Post by: ElimiNator on 10 December 2012, 18:12:21
MG does only supports 64x64 ground textures so far I know. :(

But, yes, it looks great  :)

Na, you can make them however big you want.
Title: Re: JungleHD Beta Released!
Post by: MuwuM on 10 December 2012, 19:27:01
MG, SVN HEAD:

(http://imageshack.us/a/img842/127/mggroundtexture.png)

texture is 128x128
Title: Re: JungleHD Beta Released!
Post by: softcoder on 10 December 2012, 19:53:07
All surfaces must have the same size, looks like in this case you have a 64x64 texture somewhere.
Title: Re: JungleHD Beta Released!
Post by: MuwuM on 10 December 2012, 21:14:32
Ah ok, then it was me ;-)
Title: Re: JungleHD Beta Released!
Post by: -Archmage- on 14 December 2012, 20:38:49
Thanks guys! I will be updating the ground textures to 256*256.

BTW Softcoder, do you think MG may be venturing toward some graphical improvement engine-wise? :cheesy: :scientist:

I still gotta update Blender and MG on my laptop then I will get more into the importing issue. :)
Title: Re: JungleHD Beta Released!
Post by: -Archmage- on 15 December 2012, 19:41:07
Um I put in 4 256*256 dirt/grass textures to test and it looks like this?

http://zeft.imgur.com/all/ (http://zeft.imgur.com/all/)
how do I get an album link?
Title: Re: JungleHD Beta Released!
Post by: ElimiNator on 15 December 2012, 20:20:50
zeft's images are not publicly available.
Title: Re: JungleHD Beta Released!
Post by: -Archmage- on 15 December 2012, 20:28:15
Try this: http://zeft.imgur.com/ (http://zeft.imgur.com/)
Title: Re: JungleHD Beta Released!
Post by: MoLAoS on 15 December 2012, 20:33:39
It uses one textured tile per cell IIRC. So no matter how good the texture is the game doesn't blend them across cells.
Title: Re: JungleHD Beta Released!
Post by: -Archmage- on 15 December 2012, 21:35:03
How am I supposed to upgrade the textures??? I made the textures seamless but beyond that I have no idea what I can do. :(
Title: Re: JungleHD Beta Released!
Post by: ElimiNator on 15 December 2012, 22:51:59
Strange, it looks like the dark grass and light grass aren't fading together.

Are all the textures the same size?
Title: Re: JungleHD Beta Released!
Post by: -Archmage- on 15 December 2012, 23:45:42
I did it! I've replaced all the tileset ground textures with textures off burningwell, edited to fit seamlessly together. :)
After a bit of color correction I will post a couple pictures and maybe do a release... if you guys want, or I could make some more vegetation updates then put it up. 8)
Title: Re: JungleHD Beta Released!
Post by: softcoder on 16 December 2012, 06:12:21
I would encourage frequent meaningful updates of progress, this allows helpful feedback. Sometimes even the devs can think of ways to help in code.
Title: Re: JungleHD Beta Released!
Post by: -Archmage- on 16 December 2012, 07:51:29
Hold on a second SoftCoder, I just finished my upgrades to the mountain model, and texture. I'm getting everything as crisp as possible before I release another volley of screenshots. Expect new screenies in an hour! :D
Title: Re: JungleHD Beta Released!
Post by: -Archmage- on 16 December 2012, 08:47:08
http://imgur.com/jMlnn
http://imgur.com/vagMy
http://imgur.com/YjlU5

Will someone show me how to use imgur, I can't get an album link like omega did!
Title: Re: JungleHD Beta Released!
Post by: MoLAoS on 16 December 2012, 14:52:03
Those ground textures are amazing. I wish GAE had art like that.
Title: Re: JungleHD Beta Released!
Post by: Hagekura on 16 December 2012, 16:01:55
Yeah fantastic ground texture. I like it. :thumbup:
Title: Re: JungleHD Beta Released!
Post by: ElimiNator on 16 December 2012, 17:16:02
Looks awesome, are you gonna/did you do better water?
Title: Re: JungleHD Beta Released!
Post by: -Archmage- on 16 December 2012, 17:26:20
Thank you, I have much more art and texture work to do before 1.0. :)
I will take a look at water but I'm not sure what I can do. Water needs to be handled almost completely on the engine side, and I don't see that happening.  :'(
Title: Re: JungleHD Beta Released!
Post by: ElimiNator on 16 December 2012, 17:31:02
Actually while it could be made way better engine side I made water that looked much better than all megapack's water.

So it can be improved with the texture.
Title: Re: JungleHD Beta Released!
Post by: -Archmage- on 16 December 2012, 19:14:41
Show me man, I did some texture enhancements but the water just looks bad it's just static.

Finally got the hang of imgur, check out the new water... http://imgur.com/a/hshSo (http://imgur.com/a/hshSo)
Title: Re: JungleHD Beta Released!
Post by: ElimiNator on 16 December 2012, 21:26:55
I did a little fooling around and came up with this:
(http://i784.photobucket.com/albums/yy127/Elimiator/screen399_zps6529812b.jpg)
It could use improvement but its more of a surface view than an under water look that the other tilesets use.
Title: Re: JungleHD Beta Released!
Post by: -Archmage- on 16 December 2012, 21:34:40
Do the waves move around a little? Mine is static...
Title: Re: JungleHD Beta Released!
Post by: ElimiNator on 16 December 2012, 21:54:37
Of course it has a flowing anim:

http://s784.beta.photobucket.com/user/Elimiator/media/water_zps784c1163.mp4.html?sort=3&o=0
Title: Re: JungleHD Beta Released!
Post by: -Archmage- on 16 December 2012, 22:08:53
Can you send those textures to me please? I'll toss em right in that looks fantastic! :thumbup:
Title: Re: JungleHD Beta Released!
Post by: MightyMic on 16 December 2012, 22:20:31
Of course it has a flowing anim:

http://s784.beta.photobucket.com/user/Elimiator/media/water_zps784c1163.mp4.html?sort=3&o=0

How the devil did you do that?
Title: Re: JungleHD Beta Released!
Post by: ElimiNator on 16 December 2012, 22:26:14
What? Make the anim?
Title: Re: JungleHD Beta Released!
Post by: MightyMic on 16 December 2012, 22:31:58
What? Make the anim?

Yes... that's in MG right?
Title: Re: JungleHD Beta Released!
Post by: -Archmage- on 16 December 2012, 22:41:06
I just realized that I had the game paused when I was looking at my textures that's why mine didn't animate..... Oh god, I'm so stupid.
But it looks great man thanks!
Title: Re: JungleHD Beta Released!
Post by: ElimiNator on 16 December 2012, 22:55:16
What? Make the anim?

Yes... that's in MG right?
Yep.
Title: Re: Jungle-HD 1.0 FINAL Released!
Post by: -Archmage- on 17 December 2012, 05:25:00
Read the title guys! It's out!

It features:
-ALL High Res ground textures
-Enhanced and Animated Water Textures by Elim
-Animated Foliage
-A couple new bushes
-Updated Vegetation Textures
-Updated multiple old Textures
-Remodeled/Retextured Mountains

My loading times have gone crazy... that's an issue. But based on current evidence the engine is probably at fault. :-X
Please post your approximate loading times if they seem abnormal! :look:

Enjoy! :D
Title: Re: Jungle-HD 1.0 FINAL Released!
Post by: Omega on 17 December 2012, 07:17:37
I didn't see the loading time issue in the same way as you did. Loaded the factions within a few seconds, then about 10 seconds "unloading map", followed by less than a second of other stuff (which I couldn't even read). I didn't even see it loading the tileset, nor did the screen flicker and I didn't notice a mention about rendering. This was on an Adata SSD with an 2700K on Windows 7.

The tileset looks great. Nice work.
Title: Re: Jungle-HD 1.0 FINAL Released!
Post by: -Archmage- on 17 December 2012, 07:46:02
Thanks Omega!
Title: Re: Jungle-HD 1.0 FINAL Released!
Post by: Pizza90 on 17 December 2012, 12:30:21
Archmage i haven't tried your tileset yet (i will try it later) but from the pics looks awesome!

Just few things:

- I dont know how many mb weights a "standard" tileset, but aren't almost 20mb a little too much for a tileset? I understand that today space on hd is not so important, but if all the tilesets gets an HD upgrade maybe the download of the whole game becomes huge.

- Are there ways to make your tileset less "heavy"? Like disabling animations/shadows an so on (if present), because otherwise you cut off those players with not so good hardwares or with bad connections.

- I think the grass fits more the style of 0 A. D. than the style of mg (which is more cartoonish), but thats just my 2 cents ;)
Title: Re: Jungle-HD 1.0 FINAL Released!
Post by: -Archmage- on 17 December 2012, 12:37:33
It's Jungle, Jungles  often have thick grass where there is no tree cover.
The size is all in the textures, if I could import the older models I could optimize the texture sizes and format, but alas all I can do for quality is make them bigger. :-X

Actually my tileset performs extremely well and has very low triangle counts, the only thing I'd be worried about is VRAM, I have no idea how much it uses.. It's probably not much though.

If you guys want I could come back to this and produce a 2.0 sometime and patch every little thing up, and optimize stuff more, add more animations and such. Also in a 2.0 I could put different ground textures in, depending on what you guys like!

Are you experiencing low framerates? If so, what are your system specs?

Edit: Oh yea and shadows are controlled in the options menu, my tileset doesn't add anything new to the engine. It works just the same as every other tileset. The graphics are 100% art department. :)
Title: Re: Jungle-HD 1.0 FINAL Released!
Post by: atze on 17 December 2012, 22:32:38
Nice tileset! :thumbup:  Good work. Just a small note, I had to rename the texture "bigrock_replacement.JPG" in "bigrock_replacement.jpg" (V1.0). Linux is unambiguous. ;)
Title: Re: Jungle-HD 1.0 FINAL Released!
Post by: -Archmage- on 17 December 2012, 23:17:28
Nice tileset! :thumbup:  Good work. Just a small note, I had to rename the texture "bigrock_replacement.JPG" in "bigrock_replacement.jpg" (V1.0). Linux is unambiguous. ;)

Thank you! I may release a 1.1 with some further enhancements and that fix for those of you that don't know to fix that.
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: -Archmage- on 25 August 2013, 20:15:16
I'm going to make a large patch to this tileset and update much of the graphics and try to make it the best environmental graphics possible on the Glest engine.

Jungle HD 2.0 is on the way! :)

So far:
-Massive texture upgrades, I've redone the ground textures at half the resolution of before to (successfully) combat the loading issue. It's still twice the resolution of Jungle non-HD, and I did a better job this time I think.
-New bush model!
Code: [Select]
[img]http://img35.imageshack.us/img35/8780/v3x4.png[/img]
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: ElimiNator on 25 August 2013, 20:37:21
Looks good, but how dose it look in-game, MG sometimes has problems with small stuff in transparency.
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: tomreyn on 26 August 2013, 14:26:18
Also play some larger test games to ensure there is actually some hardware where performance is acceptable with the increased overhead (which is nice to look it otherwise). This also applies to the other HD variants you're currently working on (which - while I have not tested how usable those are - is a good effort).
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: -Archmage- on 26 August 2013, 15:33:25
Also play some larger test games to ensure there is actually some hardware where performance is acceptable with the increased overhead (which is nice to look it otherwise). This also applies to the other HD variants you're currently working on (which - while I have not tested how usable those are - is a good effort).

Textures are the only area that is being increased, and the ground textures have actually been reduced(now 128*128) from what they were in the 1.0 release(256*256). The polycount of the plant model I just posted is a mere 60 triangles.
Title: Re: JungleHD Alpha Release
Post by: Coldfusionstorm on 26 August 2013, 16:53:23
I'm on Windows...Windows 7. Is there any issue with the tileset?

i see what you did there ;P
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: tomreyn on 27 August 2013, 11:00:46
Textures are the only area that is being increased, and the ground textures have actually been reduced(now 128*128) from what they were in the 1.0 release(256*256). The polycount of the plant model I just posted is a mere 60 triangles.

I  have no idea whether that's many polys for a texture (I guess comparing to the old one would help), but surely decreasing the texture size is going to help those with low spec hardware (like myself) enjoy your work, too. Good luck progressing with 2.0.
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: -Archmage- on 27 August 2013, 14:39:32
Textures are the only area that is being increased, and the ground textures have actually been reduced(now 128*128) from what they were in the 1.0 release(256*256). The polycount of the plant model I just posted is a mere 60 triangles.

I  have no idea whether that's many polys for a texture (I guess comparing to the old one would help), but surely decreasing the texture size is going to help those with low spec hardware (like myself) enjoy your work, too. Good luck progressing with 2.0.

The swordman model from tech is around 700 polys. I could pull the bush with like 20-40 polys, but that would be below the threshold needed to make the bush look real. Hopefully MG will introduce LoD systems so we can go crazy with our artwork. Could you download and try out JungleHD 1.0.1 and tell me how it loads and performs?
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: titi on 27 August 2013, 21:11:03
polycount is completly ok!

But ... the ground textures look very bad compared to the rest of the tileset. Please think about making a new version ( I suggest a more yellow/dry ground). And have a close look at the new tilesets desert4 and birchforest whihch use a new terrain texturing system which is much more simple to use and gives great results!

Another thing you might look at is the animation and how I made it in birchforest. There are only 2 frame animations and a new feature:
Code: [Select]
<model path="models/birke4_branch.g3d"  anim-speed="21" smoothTwoFrameAnim="true"/>
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: -Archmage- on 27 August 2013, 21:29:13
polycount is completly ok!

But ... the ground textures look very bad compared to the rest of the tileset. Please think about making a new version ( I suggest a more yellow/dry ground). And have a close look at the new tilesets desert4 and birchforest whihch use a new terrain texturing system which is much more simple to use and gives great results!

Another thing you might look at is the animation and how I made it in birchforest. There are only 2 frame animations and a new feature:
Code: [Select]
<model path="models/birke4_branch.g3d"  anim-speed="21" smoothTwoFrameAnim="true"/>

I have already announced that I redid all the ground textures at 128*128 resolution, and I'm producing version 2.0 of the tileset.

What new terrain texturing system is this? I'd like to use the latest and greatest tech.

About animation, I had a lot of animation already in 1.0.1 but I will be redoing almost all of it. :)
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: titi on 28 August 2013, 09:51:12
What new terrain texturing system is this? I'd like to use the latest and greatest tech.

As I said, look at birch forest and desert4 tilesets in the beta. Look at their xml files you will understand.
( here it was introduced: https://forum.megaglest.org/index.php?topic=8907.0)
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: -Archmage- on 28 August 2013, 14:30:53
What new terrain texturing system is this? I'd like to use the latest and greatest tech.

As I said, look at birch forest and desert4 tilesets in the beta. Look at their xml files you will understand.
( here it was introduced: https://forum.megaglest.org/index.php?topic=8907.0)

I guess I'm going to redo the ground textures again, that definitely looks nicer!
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: -Archmage- on 1 September 2013, 21:36:24
Redid all the ground textures with this new system! I used 1024*1024 set on 256, so it's very sharp and crisp.

(click to show/hide)
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: ElimiNator on 1 September 2013, 21:46:11
Looks awesome from that shot.
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: -Archmage- on 1 September 2013, 21:52:40
Looks awesome from that shot.

Thank you, I'm still sorting out colors and finalizing the textures. After that I have to finish the remodeling. :)
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: titi on 2 September 2013, 09:08:12
Looks very good :) . Thats more fun with this new system isn't it ?
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: -Archmage- on 3 September 2013, 02:27:52
Looks very good :) . Thats more fun with this new system isn't it ?
Thanks, and yes it's a lot simpler for a much more natural and sharp looking outcome! :)
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: wciow on 3 September 2013, 11:24:10
Nice work Arch, looks great with the new ground textures  :thumbup:
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: -Archmage- on 3 September 2013, 12:18:49
Nice work Arch, looks great with the new ground textures  :thumbup:

Thanks Wciow, I'll hopefully have some new screens soon. :)
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: titi on 8 September 2013, 11:27:45
any updates ? I am curious! :D
Title: Re: Jungle-HD 1.0.1 FINAL(Linux fix) Released!
Post by: -Archmage- on 8 September 2013, 15:50:28
any updates ? I am curious! :D

Yes!

-2 new trees
-1 palm tree remodeled, both animated
-80% of bushes reworked and improved immensely, plus a couple new animations
-Modified stump and stone models to look more natural.

Now I'm going to go through and modify all the default models like hanged and stuff, replace the textures with pngs and jpgs.
Title: Re: Jungle-HD 2.0 Beta Released! (Latest Source Files Available)
Post by: -Archmage- on 8 September 2013, 21:29:05
Here's an almost complete 2.0! :)

Download Links (https://forum.megaglest.org/index.php?topic=8702.msg84747#msg84747)

Approximate Changelog:

-2 new trees
-1 palm tree remodeled, both animated
-80% of bushes reworked and improved immensely, plus a couple new animations
-Modified stump and stone models to look more natural.
-NO TGA TEXTURES, all textures are highly compressed, high resolution PNGs and JPGs.

I have announced the early release cause I'd like some feedback, and also because I don't think shadows agree with my models. The textures have only been partially color corrected and there is still work to be done on them.

@Titi: Would you try the tileset with shadow mapping and then projected, the more accurate shadowing on shadow mapping seems to have a lot of trouble and kinda just makes all the models look dark. Is this perhaps because I have double-sided vegetation?
Title: Re: Jungle-HD 2.0 Beta Released! (Latest Source Files Available)
Post by: titi on 9 September 2013, 01:31:39
First of all, congratulations, :D!  this looks much better than old version.

I did not look at the shadows yet ( I will do it tomorrow ),

A problem I saw was that some ( all ?) animations were much too fast for my opinion.
I have put some different numbers here: http://titi.megaglest.org/jungle_hd_2-0b.xml .
Try them maybe you like it.

Something I saw too was that it took quite long to load a bigger map with this tileset. The reason ( I think its the reason ) is that all textures are in one texture image. This has the disadvantage that all objects in fact use a part of a 2048x2048 texture.
But I will ask someone at work how much this affects performance.
Title: Re: Jungle-HD 2.0 Beta Released! (Latest Source Files Available)
Post by: -Archmage- on 9 September 2013, 02:28:47
First of all, congratulations, :D!  this looks much better than old version.

I did not look at the shadows yet ( I will do it tomorrow ),

A problem I saw was that some ( all ?) animations were much too fast for my opinion.
I have put some different numbers here: http://titi.megaglest.org/jungle_hd_2-0b.xml .
Try them maybe you like it.

Something I saw too was that it took quite long to load a bigger map with this tileset. The reason ( I think its the reason ) is that all textures are in one texture image. This has the disadvantage that all objects in fact use a part of a 2048x2048 texture.
But I will ask someone at work how much this affects performance.

Thanks! :)

The tree's may have been a little fast, but the bushes are actually a couple times too slow in my opinion. Your changes would make the bushes look way too slow. I have yet to fine-tune the animation speeds because I haven't yet animated everything.

@Map loading issue: I have a long 'unloading map' at the end of my loads. I think this is because of the terrain textures. I had this issue on 1.0.1 too and I noticed when I made the textures 128*128, unloading map flew by in about 1 second. Update: Just tested it by changing the surface partsize values and playing. 64 = 1 second unloading map. 256=5-10 seconds.
Title: Re: Jungle-HD 2.0 Beta Released! (Latest Source Files Available)
Post by: titi on 20 September 2013, 13:00:06
As loading is still a bit slow, did you try it with half  resolution for the ground textures ? Does it make a really visible difference ?

What do you think about of having this in the ingame mod center ?
Title: Re: Jungle-HD 2.0 Beta Released! (Latest Source Files Available)
Post by: -Archmage- on 21 September 2013, 01:20:07
Quote
As loading is still a bit slow, did you try it with half  resolution for the ground textures ? Does it make a really visible difference ?
I want it the way it is, this tileset is supposed to be HD.  :P

Quote
What do you think about of having this in the ingame mod center ?
All for it! ;D
Title: Re: Jungle-HD 2.0 Beta Released! (Latest Source Files Available)
Post by: titi on 22 September 2013, 21:30:13
For the palms I see in tileset xml the following:
Code: [Select]
<object walkable="false">
<model path="models/palm.g3d"  anim-speed="25" smoothTwoFrameAnim="true"/>
            <model path="models/big_tree1.g3d"/>
<model path="models/big_tree2.g3d"/>
<model path="models/bigtree3.g3d"/>
            <model path="models/bushtree.g3d"/>
<model path="models/palm2.g3d" anim-speed="25" smoothTwoFrameAnim="true"/>
</object>

Better use different animate speeds and maybe double the wholle thing to something like this:
Code: [Select]
<object walkable="false">
<model path="models/palm.g3d"  anim-speed="26" smoothTwoFrameAnim="true"/>
            <model path="models/big_tree1.g3d"/>
<model path="models/big_tree2.g3d"/>
<model path="models/bigtree3.g3d"/>
            <model path="models/bushtree.g3d"/>
<model path="models/palm2.g3d" anim-speed="24" smoothTwoFrameAnim="true"/>
<model path="models/palm.g3d"  anim-speed="25" smoothTwoFrameAnim="true"/>
            <model path="models/big_tree1.g3d"/>
<model path="models/big_tree2.g3d"/>
<model path="models/bigtree3.g3d"/>
            <model path="models/bushtree.g3d"/>
<model path="models/palm2.g3d" anim-speed="23" smoothTwoFrameAnim="true"/>
</object>

by this you have the same tree with 4 different anim speeds. This gives more variants of animation and looks better.

Update:
I don't like the cliff textures too much. Cliffs are often combined with bigrocks and that doesn't really fit in your case.
For the bigrocks themself: The models are not going ddep into the ground like the "normal" bigrocks do in other tilesets. This gives better results with shadows, but looks bad when combined with cliffs or in steep places on the map.

Try map "ragor" to see what I mean.
Title: Re: Jungle-HD 2.0 Beta Released! (Latest Source Files Available)
Post by: titi on 25 November 2018, 00:30:29
I have uploaded this to the modcenter now as it looks really good.
I renamed it to "jungle_hd_2_0" because the "b" was latest version.