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#21 morgoth946

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Posted 23 September 2009 - 03:56 PM

The reason of those perfect symmetrical trees is because Mallorns come from the trees of Valinor so they should have soften branchs and as less errors as possible due to their divine nature.

EDIT: Hmmm I've googled a bit and I have found that there weren't Mallorns in Doriath xDDD Bah... we'll see.

Edited by morgoth946, 23 September 2009 - 04:00 PM.

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#22 NewErr

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Posted 23 September 2009 - 04:35 PM

Next time ask Mike_ . :thumbsupsmiley: .Tho i understand your reason .(Tbh the trees don't look like Mallorn )

#23 Nertea

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Posted 24 September 2009 - 09:32 PM

Bloody hell, I think your mod may be painful to play for my comp :p. Is that all alpha blend work on the fences in those 3 ingame shots ? or alpha test? or completely modeled (crazy man if so)

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#24 morgoth946

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Posted 25 September 2009 - 11:51 AM

Yeah, I have experimented some lag when I build more than 3 or 4 trees. When I exported the models they were alpha test and blend, I'll try with alpha test only to see if lag gets reduced, though I have no idea of what's the difference. xD
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#25 Nertea

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Posted 27 September 2009 - 07:05 AM

Alpha test checks the alpha channel's pixel value, then "tests" to see if it's greater than 127. If it is, that pixel is rendered as opaque, if not that pixel is rendered as completely transparent. Alpha blend actually gives you varying levels of transperency (0 = 100% transparent, 255 = 100% opaque). So alpha test needs fewer calculations to render and might be less laggy. It alsp won't look as nice up close though.

Edited by Nertea, 27 September 2009 - 07:06 AM.

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#26 morgoth946

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Posted 27 September 2009 - 11:04 AM

Thanks, I understand now. I'll see if there's any difference ingame.
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#27 Nertea

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Posted 28 September 2009 - 09:24 PM

If it's not too much of a problem you should keep it the way it is, 'cause they look really nice right now :huh:

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