Digital Paint Discussion Board
Development => Mapping => Topic started by: sk89q on July 14, 2008, 12:30:39 PM
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These are generated trees.
Download and extract:
http://digitalpaint.therisenrealm.com/downloads/models/sk89q_plantlife.zip
Remember to update your worldspawn requiredfiles for the needed rscripts.
There are:
* 2 types of grass
* 3 ferns
* 1 lily
* 1 flower
* 1 mushroom
* 1 rock
* 8 trees
Note: Some of the models have large textures, namely the ferns, so you may reconsider avoiding them.
(http://dplogin.com/forums/index.php?action=dlattach;topic=14241.0;attach=4992;image)
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Looks good.
Page not found...
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Oh whoops. I never uploaded it. :) Uploaded now.
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Yay, looks great. You should use those in the community map project :)
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I heart U sk89q.
Although, the branches of tree3 (and maybe some others?) are the wrong way round - you can see it in some of the screenshots too!
Ill wait till you flip the tga's in the download so there aren't any consistency issues between the master and my copy.
Thanks!
- Dagless
also, is there any way round the problem that the alpha mask of the leaves overdraws a transparent square over any alpha-transparent textures or trans33/66 brushes when they overlap from your POV?
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Ah, oops. I thought they looked odd. Guess I was in too much of a rush. I have uploaded the new versions.
As for the canceling of the transparent textures, I don't know if there's a solution to that. I was going to try to ask y00tz or something about that. It gets really bad in a forest of these things.
EDIT: I got it. I have uploaded a new version.
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What were they generated with?
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Nice trees. Very natural looking.
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I'm really grateful, I've put them in my current project and they add a whole new dimension to the aesthetic.
Would you mind if I reskinned the trunks? The light bark is at odds with the tone of the map and they stand out quite a lot - presumably this would be possible with rscripts so as not to affect the distributable model pack?
- Dagless
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Could you post a link to the download in your first post? This might help some of the feature votes get more attention.
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The download is already in the first post...
Feel free to change the textures. I don't think you even have to use an rscript though, because I suspect the textures are loaded from the same directory, so you merely need to move the trees to their own directory.
By the way, I'd prefer if we could replace the textures with open-source/public domain/free to use textures.
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That looks amazing. I guess you could also use this method to create realistic-ish grass. You could have angled 'sheets' of grass all mangled over each other to give the effect for a grassy area.
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Not with Paintball's rendering, or at least what I got out of it. If you get farther away, the fringes/edges of the textures where transparent meets opaque turns darker the color of the TGA's background. So, if the TGA's background is black, the farther you are away from the grass, the blacker the grass appear to be around the edges. So, the grass stop blending in... and it looks bad.
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Make the background the same color as the leaves and it fixes the problem. If you want these trees to look good, fake ambient occlusion with a gradient and in your alpha layer, darken the leaves just a tad.
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What map is it?
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It's another map I will never finish.
Grass:
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This concept intrigues me greatly, if we could simulate foliage like grass and ivy, etc... is a similar way, I'd be extremely interested. I'd be happy to skin the Ivy if you can't be bothered to find a decent texture.
- Dagless
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The grass doesn't look that good, but that may only be because of the texture.
Mushrooms:
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Looks cool :)
You were able to make the shadows to the trees I guess :D
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It's another map I will never finish.
;(
Why u begin with maps and never finsih it?
Or release no beta for testing?
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Looks cool :)
You were able to make the shadows to the trees I guess :D
Actually, no. sk89q is just pulling some tricks out of his sleeve.
Never mind. I miss read that. >.<
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I don't make maps with the intention of not finishing them :P I just rather put my free time into other things, since map making requires a lot of time.
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can someone explain how i can put the trees and grass into a map? and how to make the leaves/grass just a plane?
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sk89q i wub you.
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More trees and some plant life:
http://digitalpaint.therisenrealm.com/downloads/models/sk89q_plantlife.zip
Note: I'm not sure you would want to use some of the models, namely the ferns, because the textures are large files.
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Wow those models you have made are looking fantastic.
I have a request tho: Make a winter tree!! ;D
If you can make a pine-ish tree or just skin a normal tree to look semi-dead and snow covered that would be amazing. I would put it in Frigid.
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generated*
I'll look into it.
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wow those look sick, how come the trees are so white though? the shrooms and grass look good as well.
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There's one thing I found in tree6, I'm not sure if it's just me but I'll post it here:
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/me adores the trees.
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I didn't have that problem, but I'll look into it. Can you upload the .map?
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If possible could you create a tree that has like a brown trunk with Green leaves, I don't there is currently one. Unless, Laged told me wrong :P.
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You should be able to just copy the mesh to your own folder and replace the textures.
There's one with a brown-ish/yellow trunk.
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I didn't have that problem, but I'll look into it. Can you upload the .map?
If that was for me yeah, I can. I made a map to test your new models and here it is.
Also, I get this message when I'm entering the map.
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Mhm. I get that message as well. Also when I tried out tree6 it did the same thing.
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There's one thing I found in tree6, I'm not sure if it's just me but I'll post it here:
Yea i got that same error. and the same on as the missing jpg. could the missing jpg be wahts making that part of the model go without a texture?
EDIT: HA! it was. i took a picture of the Trix Cereal Rabbit and put it in models/sk89q/trees/hr4 and named it b.jpg and it showed as the texture for the tree
(http://img33.picoodle.com/img/img33/4/7/17/f_sshot074m_6138e0b.jpg) (http://www.picoodle.com/view.php?img=/4/7/17/f_sshot074m_6138e0b.jpg&srv=img33)
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Which program did you generate those with? I was thinking about making a tree generator at one point, but it seems there are a few already. This one looks amazing:
http://arbaro.sourceforge.net/
Too bad most computers wouldn't be able to handle that much detail.
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Trix are for kids, not trees......
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Using: http://tinyurl.com/6hlz7d It's the only one that I know of that uses billboarding to cut down on poly.
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How do you get the tree to be solid, to where you cant walk through them? To make it realistic you really are not suppost to walk through trees.
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Put a clip brush there, that's what I did :).
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I'd prefer a brush with the nodraw flag, with a clip brush you can shoot through it..
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There are 2 ways, if they are in a forest where it is more appropriate to fake the shadow of the forest not individual trees, use a clip brush that is slightly (2/3 units) larger than the entity marker, not flush to the floor, and is tall enough so you cant jump on top of it. That works pretty well for me, however, you can shoot through the trunks, so they won't provide any cover.
The second way is to do the same with a brush and then select the 'no draw' flag on the surface menu (press s, click no draw box). This is probably the best way as it casts a shadow of the trunk and can't be shot through, but you'll have to remember to make the whole silhouette of the tree when you make this method or the shadow of the tree will just look like a stick in the ground.
- Dag
edit: curse you, Laged!
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Looks great - I agree that the white trunk is a bit too white though.
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ok thx
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I might just be stupid but this happens when I try to put a tree in the map and export it with qbsp fastvis rad.bat or final compile it. I made the tree's silhouette with brushes and made them nodraw. I tried without those brushes but nothing changed. Any ideas?
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it could be that your nodraw brush is too close to the floor, I had that problem too. It makes the shadows go a bit weird, and the models are lit from the shadow that falls on the entity marker, so if its pitch black then the model will be too. Try raising the no-draw brush a bit - mine are about 12 units off the floor.
- Dagless
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Yep that worked, thanks. The only bad thing is that now you can shoot through the low part of the tree. Well I guess I'll have to survive with that :P
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Or you can just make the grid smaller and make it lift off only 1 unit.
If a nodraw touches a brush that's facing the outside void, it creates a leak (if I remember right).
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the brush being only 1 or 2 units off is what i meant by 'too close to the floor'. I'm not fully sure how it works, but it appears that if the lighting calculations encounter a really narrow situation, it just makes the shadow go completely black. I found that it would do exactly the same thing in the forest on Grave which had a blanket no-draw brush shadow-mask a few units off the floor. about 1/4 of the shadow area was pitch black and the corresponding model entities were drawn as silhouettes too. I fixed it by raising the mask some 128 units off the ground or so and offsetting it to correct for the sun_angle.
- Dagless
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btw this needs a sticky >_>
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what i need to do with the trees and plants after i download to use it on bsp...
please help
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Create an entity:
func_model
"model" "models/sk89q/trees/tree1.skm"
And add to worldspawn:
"requiredfiles" "scripts/sktrees1.txt"
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hehe yay for plant life.
it could be that your nodraw brush is too close to the floor, I had that problem too. It makes the shadows go a bit weird, and the models are lit from the shadow that falls on the entity marker, so if its pitch black then the model will be too. Try raising the no-draw brush a bit - mine are about 12 units off the floor.
- Dagless
dp has a terrible stencil buffer lol
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My tree is like this!
what's wrong?
(http://www.pic-upload.de/09.04.09/6v231i.jpg) (http://www.pic-upload.de/view-1842172/sshot025.jpg.html)
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Create an entity:
func_model
"model" "models/sk89q/trees/tree1.skm"
And add to worldspawn:
"requiredfiles" "scripts/sktrees1.txt"
Make sure you've done that and that you have the script.
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i downloadet the scrips & write it like this only tree1 - tree2
but it's the same!
if i don't dowloadet it, it's can't work!
but the background of the leaves are black!
is it normal or do i have something wrong?
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Did you put sktrees1.txt in paintball2/pball/scripts?
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Did you put sktrees1.txt in paintball2/pball/scripts?
in the bsp file
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in the bsp file
What? He's talking about the script that goes into paintball folder.
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Also, on a different topic, when you use these, you should use .md2 as the extension in your entity, otherwise the file downloading system won't handle it properly and clients won't be able to load the map if they don't have the models.
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where i need to put the files ? ???
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omg pls anyone answer me =[
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Models folder.......
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Can someone post a new link to these models?
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ftp://otb-server.de/pub/ (ftp://otb-server.de/pub/)
There :)
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Thanks
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having issues with my script not working maybe someone here can help? lol
models/ub_cliff/org/grass1
{
{
map models/ub_cliff/org/grass1.tga
alphamask
}
}
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I had trouble with the grass and mushroom models as well