Jungle Boogie 2
by ando · 04/04/2007 (1:20 pm) · 20 comments

After some feedback from my previous blog I fixed the offending eye candy (grass and detail map) and pushed the scene some more. I could keep adding to this but it would kill framerate as the alpha textures really suck up the frames.
I don't have any broken food to give as prizes for guessing the framrate this time, sorry :) so I will just tell you... 62FPS @ 1280x1024 not bad
It could be interesting to port this scene into TGEA just to compare visuals and performance.
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#2
Looks good andy, needs a bloody AK47 or something though.. crossbows in the jungle are so... rambo 2 :)
04/04/2007 (1:33 pm)
You'd have to have shadows on the plants and trees in TGEA, but then you'd see the lack of alpha test in the shadows (hehehe.. freindly dig at John K there )Looks good andy, needs a bloody AK47 or something though.. crossbows in the jungle are so... rambo 2 :)
#3
04/04/2007 (1:34 pm)
Nice improvement!
#4
Otherwise looks really nice!
04/04/2007 (2:21 pm)
Trees actually remind me of the pictures from the kids book "Where the wild things are." - dunno why - just does lol. (Could just be my messed up brain today though lol)Otherwise looks really nice!
#5
As you know TGE is not very friendly to the modern video cards, so TGEA version will give you at least x3 boost if you define trees as static geometry.
FYI, a similar scene in Ogre3D rendering engine shows about 200 fps with shadows on ATI x800 GTO, and Ogre3D is optimized for modern cards. ;) I even can squeeze up to 400 fps if I optimize here and there, and put all my AI into a separate thread.
However, 62 fps is still very playable, so you are fine by all means :) Good luck!
04/04/2007 (2:42 pm)
Nice visuals, AndoAs you know TGE is not very friendly to the modern video cards, so TGEA version will give you at least x3 boost if you define trees as static geometry.
FYI, a similar scene in Ogre3D rendering engine shows about 200 fps with shadows on ATI x800 GTO, and Ogre3D is optimized for modern cards. ;) I even can squeeze up to 400 fps if I optimize here and there, and put all my AI into a separate thread.
However, 62 fps is still very playable, so you are fine by all means :) Good luck!
#6
04/04/2007 (2:50 pm)
Wow thats gorgeous!
#7
04/04/2007 (3:02 pm)
Xtreme Panda Hunting!!!
#8
04/04/2007 (3:05 pm)
Nice one ando, the grass and overall scene looks much better! The frame rate sounds good too at the spec mentioned! Only problem is I was kinda looking forward to seeing who might win the broken food this time :-(
#9
04/04/2007 (4:06 pm)
Thanks looks really good. Nice work.
#10
I also a modeller and I was wonder how you did the alpha textures for the grass and leaves on the trees. I have an idea of how to do it but I don't know what program can do it. If you can let me know how to do so and what program you use. I was be very greatful
you can just email me.
Again excellent work some of the best I've seen.
04/04/2007 (4:29 pm)
Hey ando, great work!!!!!!!!I also a modeller and I was wonder how you did the alpha textures for the grass and leaves on the trees. I have an idea of how to do it but I don't know what program can do it. If you can let me know how to do so and what program you use. I was be very greatful
you can just email me.
Again excellent work some of the best I've seen.
#11
The entire scene looks brilliant, pity about the lack of shadows. TGEA won't even help you there.
04/04/2007 (5:16 pm)
Quote:You sure did, huge improvement over the previous screenshot. Nothing looks out of place now, it all flows freely.
I fixed the offending eye candy (grass and detail map)
The entire scene looks brilliant, pity about the lack of shadows. TGEA won't even help you there.
#12
04/04/2007 (5:37 pm)
sweet
#13
04/04/2007 (6:22 pm)
The middle vertical band looks like a stylized painting or something. Nice!
#14
I see the where the wild things are reference too, it's not a bad remark in anyway that was my favorite book as a kid.
04/04/2007 (7:17 pm)
that's one of the best examples of taking people's feedback to heart and making huge improvements, nice work.I see the where the wild things are reference too, it's not a bad remark in anyway that was my favorite book as a kid.
#15
Huge improve over the last.
04/04/2007 (7:36 pm)
Great looking scene would look good in any ones game.Huge improve over the last.
#16
@Surge, the trees and foliage extend to the borders of the terrain with low view distance.
@Phil, We should send Rambo and his crossbow to John K's place, hehe
@Eric, Kork is pretty wild but I dunno if he was featured in the book :)
@Kory, I use Photoshop
04/05/2007 (12:57 am)
Thanks guys, glad you like the improvements, no point in getting feedback unless you act on it eh :)@Surge, the trees and foliage extend to the borders of the terrain with low view distance.
@Phil, We should send Rambo and his crossbow to John K's place, hehe
@Eric, Kork is pretty wild but I dunno if he was featured in the book :)
@Kory, I use Photoshop
#17
04/05/2007 (1:57 am)
I liked the previous one, but this one is a real improvement. Nice work.
#18
thanks again
04/05/2007 (4:57 am)
But is their a script code that you have to put in to get it to be transparencies into torque because i got the alpha textures done but when i load the texture in showtools it doesn't have transparencies, is thier a forum on the site for this? or does the software that you us matter because i us a software call toolbox and milkshape.thanks again
#19
Kory If you using milkshape to export a model with transparency it depend on what exporter you using. There is different setting for the different exporter. Plus in MilkShape, Drag the slider under the word Emissive to the E.
04/05/2007 (9:39 am)
Outstanding work. Kory If you using milkshape to export a model with transparency it depend on what exporter you using. There is different setting for the different exporter. Plus in MilkShape, Drag the slider under the word Emissive to the E.
#20
04/05/2007 (6:06 pm)
Sorry, I'm lost so what software do you think would be the best to use? 
Torque Owner Surge
MDNAMEDIA
I have been able to build a scene similar in density, but not as good looking as yours.
My problem was always how extensive the foliage covers.
How far does the forest extend to?