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Trees are hollow

Luckless

FNG / Fresh Meat
Aug 28, 2011
250
97
0
Same reason that everything is hollow. They're made up of polygons, which are two dimensional constructs projected into a three dimensional mathematical space.

They have a height, and width, but no depth. So if you want a square box? You stick six square polygons together, and put a texture on them. Boom, you have a box. However, nothing is actually inside that box.


And to make things even more interesting, you often only have a texture visible from one direction. That is, from outside you will see the box, but if you stuck your head inside, the box would disappear as you would see right through it.



The bigger question is, how are you able to look at it from that angle?
 

u-s-e-r

FNG / Fresh Meat
Nov 24, 2010
1,332
341
0
I think the question is rather why are there textures inside the tree at all? Sound like bad map optimizing to me..
 
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Lobo

FNG / Fresh Meat
May 11, 2011
154
34
0
Georgia
Probably the same reason that those 2 are arguing in chat.
Both are empty, hollow, in need of some love.:D

Can you walk through trees also? Would be interesting if you could, but I do believe that collision stops you from doing that.
 

NoxNoctum

FNG / Fresh Meat
Jun 15, 2007
2,971
722
0
Haha this cracked me up :D

But why are there textures inside the tree? Seems like that's a waste of resources...

Not that I know anything about programming tho.
 

Qweets

FNG / Fresh Meat
Jul 13, 2007
443
221
0
I think the question is rather why are there textures inside the tree at all? Sound like bad map optimizing to me..
because I believe with objects like that the texture is just mirrored on both sides regardless, I don't think they could do it any other way. If so I doubt it would be much of a performance gain since there are only a few trees around.
 

Apparition

FNG / Fresh Meat
Aug 31, 2011
176
13
0
I believe that textures are also memory bound and once loaded won't impact performance if you were to remove the interior tree texture.

Leaving the tree hollow does improve performance though, as the GPU only needs to draw a 'face'.
 

Lobo

FNG / Fresh Meat
May 11, 2011
154
34
0
Georgia
because I believe with objects like that the texture is just mirrored on both sides regardless, I don't think they could do it any other way. If so I doubt it would be much of a performance gain since there are only a few trees around.
Amazing that OP has never seen this before, it is in every game that I have ever played.

IT JUST IS, it is not an error, if you want to know more about it do some research on the subject.
 

Qweets

FNG / Fresh Meat
Jul 13, 2007
443
221
0
yeah, I think he was just making a joke really.. If not then yeah it's kinda odd, I've seen this in like... every game, ever.
 

u-s-e-r

FNG / Fresh Meat
Nov 24, 2010
1,332
341
0
because I believe with objects like that the texture is just mirrored on both sides regardless, I don't think they could do it any other way. If so I doubt it would be much of a performance gain since there are only a few trees around.
At least on some game engines all textures that cant be seen by players should be removed to reduce the impact on performance, very basic mapping knowledge, although I dont know about Unreal Engine
 

Mangley

FNG / Fresh Meat
Aug 7, 2011
244
105
0
It's because the tree models have flat branches that need to be seen from both sides. So the entire tree texture can be seen from both sides of the polygons. It's referred to as 'nocull', when the back/inward facing sides of polygons are allowed to render and are not 'culled' from view like normal geometry and models.

Nocull is pretty much always used on things like plants, bushes and trees to save on the polycount.
 
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Flyynt

FNG / Fresh Meat
Aug 25, 2011
16
2
0
Austin, Texas
To reduce weight on the server.

It is one of many weight reduction optimizations you will typically see in server based games. In recent years weight has been a major issue, especially with the rise of virtualization and an increase in power costs.