Admer456 / halflife-adm-legacy

Advanced Development Mod - technical overhaul for Half-Life
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Vegetation system #11

Closed Admer456 closed 3 years ago

Admer456 commented 4 years ago

CryEngine's veggie system is kinda cool TBH Here's an example screenshot of a selected vegetation instance, with its properties:

The single biggest advantage of a (sub)system for this is that we can have as many vegetation objects as we want, without using any edict slots. This does mean that the client will have to do a bit more work to simulate them. There will be some obvious parameters and simulation aspects, such as wind swaying, inclination (how much of the surface normal is taken into account when orienting the object) and draw distance. Perhaps LODs could make their way there too? We'll see.

In order to be TRULY utilised, this would require changes not only to client.dll but also the map editor being used, which is gonna be a huge issue for some. The most ideal map editor to implement this in would be TrenchBroom, but that would leave out J.A.C.K., QuArK, Hammer 3.4 & 3.5.3, gtkRadiant, NetRadiant-custom etc.

This likely won't get worked on until 1.0.0 or 1.5.0, so it'll be a fun idea for now. It'll be a part of the clientside entities system.

Admer456 commented 3 years ago

This is now in Vegetation.md.