Digital Paint Discussion Board
Development => Mapping => Topic started by: y00tz on June 06, 2007, 03:34:44 AM
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Before I go tonight, I want to show you guys a tree I thought of and made.
Cheers,
y00tz
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WOW nice! whats that house behind?
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looks nice but the top of that tree looks strange. looks like there would be no gravity. =P
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could you show a screenshot against a darker or black background? its kinda hard to see for me.
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could you show a screenshot against a darker or black background? its kinda hard to see for me.
sure, here it is.
Obviously it's not perfect, this was just my test to see if I could maybe eliminate lollipop trees.
WOW nice! whats that house behind?
http://dplogin.com/forums/index.php?topic=6442.msg75172#msg75172
* - Edit added 2nd screenie of other type of tree
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the 2nd one looks very nice, but I have to agree that the first one has a strange looking top
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I like the second one. The first just doesn't look that real.
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FourthX used this method a while ago. There was only one map he ever completed using it though. Some winter map with custom textures. I cant remember the name of it. It wasn't winter1.bsp. It looks better than lollipop trees, but is still kind of lacking in my opinion. The trees have no depth. They're like cardboard cutouts. It could work OK for distant stuff, though.
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Heh, I did something like this for my craptastic spaceform. I'll bet I have that on an old computer somewhere.
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Nice job on the second screeny please tell me those aren't the size of people though....
Oh well if they are you could always just scale them up.
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FourthX used this method a while ago. There was only one map he ever completed using it though. Some winter map with custom textures. I cant remember the name of it. It wasn't winter1.bsp. It looks better than lollipop trees, but is still kind of lacking in my opinion. The trees have no depth. They're like cardboard cutouts. It could work OK for distant stuff, though.
Thats the map that I still need the textures for! Unfortunately, my memory is terrible, so I don't remember the name of the map.
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Zorchenhimer! I'm glad I caught you.
I'm making a tree in Blender (see screenie) and I'm having a bit of difficulty. I know how to change the textures and materials, I thought, but now the box at the bottom is gone. Any help?
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Err, are those leaves individual polygons, or created with the particle generator?
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Err, are those leaves individual polygons, or created with the particle generator?
The latter.
Here's what I'm talking about by the way:
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If I get what you're saying, you have one window open in Blender, and you cant access the textures window, right. Two ways to fix this:
- Right click on the a border of a panel and click "split area".
- Click the double arrow next to "SCE:Scene" and select another one.
If you just cant find the textures window, click on the left-most button on a toolbar and select "Buttons Window".
Hopped that helped.
Edit: right click all the way at the bottom of the window.
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Err, are those leaves individual polygons, or created with the particle generator?
The latter.
Here's what I'm talking about by the way:
I'm pretty sure those won't be exportable to 3ds (or much else, for that matter) unless they're actual polys. The particles are a property of the geometry, not geometry of their own.
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Well, never hurts to try.
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Err, are those leaves individual polygons, or created with the particle generator?
The latter.
Here's what I'm talking about by the way:
I'm pretty sure those won't be exportable to 3ds (or much else, for that matter) unless they're actual polys. The particles are a property of the geometry, not geometry of their own.
K thanks Eiii.
Zorch!
I right clicked at the bottom and it did this... I can't right-click anywhere now, and these buttons don't seem to do anything :/
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Ok right click this line, and select "add header". Note that your cursor needs to be on the bottom half of the line. Once you get the menu back, right click again on the line and select "Split area".
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Sweet, thanks I got it to work. And I did export the tree as a 3DS then opened it in Quake Model Editor, but I remembered that hasn't been working lately (maybe has something to do with my ram problem) and I get an error whenever I export anything. :(
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'Error shutdown: tree.md2 has too many vertices'
Anyone know the limit?
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Some day in the distant future, I'd like to make the engine foliage friendly. By this I mean have different levels of details for trees, bushes, and the like, and turn them into billboards at a distance to conserve polygons, allowing for things like woodsball fields with lots of trees. I believe Far Cry uses this method.
As for the md2 limit -- maybe 4096? 8192? Some power of two, probably. If you're hitting the limit, though, it probably won't play well in game. You should really be using transparent textures for small branches and leaves instead of modeling them. If blender has an SMD exporter, you could create SKM models (what's used for the players). I don't think those have a hard limit on vertices. Still not a good idea to be using thousands of them, though, for a single tree.
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Far Cry is the best example of LOD... ever. The models look amazing, the huge number of trees look amazing, and pretty much everything magically runs on not-great computers.
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Thanks for the help. No SKM support, but I think when I buy books again in the fall I'll add a student edition of 3DS on to the bill.
I did create a (very) low quality tree using about 7 tools from 1999 that aren't supported. :D
Jitspoe (or anyone else who uses QME, I only know of Jitspoe): I created the model in blender but did that yucky texture in QME. I noticed that the textures it creates are 64x32 or something else that is just ridiculous. Is there a separate program for texturing a model?
I mean, obviously I have Photoshop, but can if I use a 512x512 texture instead of 64x64, would it scale it? I doubt so...
Thanks,
Mike
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That looks... dangerous.
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please make a map full of trees like that, i love it.
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crazy?
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Everyone here has heard of Barista 2, right? I think paintball2 should borrow it's code (quake 2, GPL'd, source available) for the model renderings. Their entities have skinnum, which lets you select different skins, solidstate (collision detection :D) and more cool stuff.
I took these a moment ago:
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Oooh! Pretty. That comes under what I voted for in the Feature Vote Thread, right?
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Oooh! Pretty. That comes under what I voted for in the Feature Vote Thread, right?
Yes sir. I have no idea how hard it would be for Jitspoe to take a look at it, decide what he likes/needs, and port the code to our engine. It's cool to see waves in the water on this game.
Edit: Note the butterflies in the first shot. :P
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Awesome trees y00tz there sweet I hope we can get some trees like that in DP.
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yeah
alot more detail going in and its looking sexy!
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I'm pretty sure you can specify the texture size in QME. Also, I think the texture coordinates are relative, so if your qme texture is 256x256, you could use a 512x512 jpg and it would still map correctly. Looks like you pulled that tree out of an early 3D Mario game. :)
I haven't seen Barista 2. I'll have to check it out. Looks like it has some COD style trees, and the lighting coming through the trees from the sky/sun is better than I've seen in most games. If the textures themselves were higher resolution, it would probably look amazing.
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Looks like you pulled that tree out of an early 3D Mario game. :)
I know :P I'm trying man.
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but seriously i love that spiky tree. y00tz can you give me a hi res screenshot for my desktop pls.
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just get a cactus, Lekky 8)
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Jitspoe (or anyone else who uses QME, I only know of Jitspoe)
I use QME, but not for tree models.
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yeah im actually working on my own software right now to create tree branches for models :P
(http://www.warwulf-inc.com/unf/branch_editor.jpg)
im going to be using it to make some tree models for dp :p and basicly any game i want to use it for lol
i actually write a lot of my own texturing software :P
*edit*
btw your tree branches are very sexy.. :P
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No offense Uni, but to clarify things they're called leaves not leafs :)
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lol ty
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the first tree just needs to be pointed at the top instead of split
btw will these trees make fps go down?
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the first tree just needs to be pointed at the top instead of split
btw will these trees make fps go down?
Probably. More polygons, less fps.
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The alpha blending, or more specifically, the overdraw, usually hurts the framerate more than the polygons. Of course, that all depends on your video card, resolution, CPU, etc. as to what the bottleneck is.
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Very nice trees. I just had a go at Barista too, and it has some nifty features. How easy would it be to port some of them to Paintball2? (Waves, a torch, trees).
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Cant torches be done already with rscripts?
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Yeah they have them in Anubis.
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Check this thread
http://dplogin.com/forums/index.php?topic=6484.0 (http://dplogin.com/forums/index.php?topic=6484.0)
The example in the 3. post will show you how to make the torches in bsp, if you need them. You can find the "flame" script in your scripts folder.
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I actually meant electric torches rather than flaming.
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Oh you're british then i see you meant flashlights right?
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Well, sometimes we say flashlights over here, but mainly torches...
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Oh you're british then i see you meant flashlights right?
No. He means torches.
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Well what's an electric torch then?
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No, it's the same as a flashlight. Could they be done though?
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Not very well. The engine isn't designed for dynamic lights.
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Jits and Zorch, woodsedge.bsp had the trees like that and the transparent ladders.
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Jits and Zorch, woodsedge.bsp had the trees like that and the transparent ladders.
Hmm?
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Jits and Zorch, woodsedge.bsp had the trees like that and the transparent ladders.
I don't have that map.
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ftp://otb-server.de/pub/Maps/woodsedge.bsp
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Major revive, maybe it'll be worth it? ;)
As many of you know, I strive to make the game look better, yada yada yada...
Here is the result of a months worth of work. I've learned to 3D model, I hate UV mapping, I've thrown my mouse at the wall twice... etc.
You get the point.
But alas, I present to you My First Tree.
Enjoy the pics and the source zip.
I'll be making plenty more as time permits, and be forewarned: the future ones will look 'cleaner' and 'prettier' this is just a proof of concept... I didn't even photosource the texture :D
edit: for those of you who are confused about this... this is a model, that is ready to be used in a map.
included:
-compiled models (.3ds, .smd, .skm)
-compiled map
-texture
-uncompiled models (.blend and .wings)
-uncompiled map (.map)
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can you explain to us (me) where to put these for the game and for the mappers.
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Sure, to begin:
1. Save 'cmp.txt' (attached in the first post) to your scripts folder in the pball directory. (this allows for alpha blending)
2. In your models folder, create a new folder call 'cmp', this is short for community model pack
3. (from the zip file attached above) put tree2.skp (skeletal pose file), tree2.skm (mesh), and tree2.skin (texture) and treeskin.tga in to the newly created cmp folder.
Now in a map, create a func_model, set the Key to "model" and the value to "models/cmp/tree2.skm" (no quotes .. or else it crashes)
Post problems back here.
This reminds me, thanks to jitspoe for some last minute PM exchanges about alpha blending.
I've attached a tire, this works the same way as the tree, EXCEPT create a folder called tire INSIDE of cmp and dump the contents of the zip in it. (cmp/tire/*)
Pics: tire & 2 trees
edit:
ViciouZ pointed out there are few branches, this is correct, outside of a proof, I'd use add two times as many branches at least; unless framerates won't allow it.
I think if I photosource some textures, and triple the branches... we could easily have trees that look like they are from HL2.
edit again: 3rd pic = lots of trees, running on 7600GT (just one) @ 63 celsius 1280x1024, all option at high, roughly 300fps
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forest ftw!
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(http://img49.imageshack.us/img49/9318/sshot003sy7.jpg)
Uh-oh. Whats wrong :-\
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Brock, you know what to do with these tree's.
Do it now :D
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QueeNiE: Looks fine to me... it just looks unlit, and it's the old texture that I used the airbrush to make...
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It is lit. That is a full compile ... :-\ (Notice the shadows)
So how should I fix this?
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QueeNiE: I have a feeling it's a lighting issue (I prefer my maps to be dark, with a little lighting ... not ultra-bright with a few shadows), do you mind running the included 'spawninabox' and giving me some screenies?
-y00tz
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(http://img49.imageshack.us/img49/4586/sshot004vo0.jpg)
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Yep, that's exactly how my first screenshot looks.
You could re-skin it obviously, and redistribute that one with your map, but this model isn't even likely to be included in the cmp... it's just the barebones for some future trees.
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Alright :-\ keep up the good work though
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Thanks :D
I've begun work on another new tree with more branches and leaves to look a little better.
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Maybe something like this would look a little better? http://www.treegenerator.com/
Edit: Oh, it's not free. I thought I saw a free one somewhere.
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There is, just go to "download treegenerator"
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There is, just go to "download treegenerator"
You can try TreeGenerator v2.0 for 30 days right now
It's not free. I think Blender has some sort of plugin or script to generate trees. I'll see if i can find that link.
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You can try TreeGenerator v2.0 for 30 days right now : TreeGenerator V2.0
TreeGenerator v1.2 is still available for free....
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But that is the old one...
Besides, found the one for blender, complete with tutorial: Link (http://blenderartists.org/forum/showthread.php?t=110151&highlight=generator)
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I've tried TreeGenerator, programs such as Arbaro, and a few other open-source implementations that I can't recall... the biggest problem is that most of the stuff (Such as the blender tree generator I tried a few months ago) use a .obj format, which blender hates, and won't export as a .smd. I've tried every work around I can think of, I have a folder with 15 programs for 3D modeling... some of these are just obscure, but nothing has succeeded in making a .obj become a .skm.
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not to be criticizing your work yootz, and i know this is an old topic, but isnt the tire model a little small. i jsut play tested it and its sexy adn easy to use. but seems a little small to me. just a little fyi or w.e lol. and do you mind if i use your trees in my map? or is it already a community pack...
EDIT: nvm lol. thats why its called the community model pack ^^ also its nice to see someone doing some modeling in this game considering that the only model for the game before was like the midnight plant.. :-X keep up the good work
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I made a lowpoly palm tree, I just need to make an actual skin for the trunk.
RiMiNi: I didn't see your comments before, my apologies. The tire looked proportionate compared to bots so I left it :P
There is also a new skin to the tree I posted, if I find it I'll upload it.
Edited: I found the skin (it's uploaded below) It should make the tree look a lot better for your map RiMiNi, also please not I no longer suck _as_ bad with unwrapping (I seriously just learned how to do it manually) so all my newer trees are cut a lot better (instead of by branch)
-y
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if you want to make the trunk look better, do something with this source image :)
(http://capturingthecity.files.wordpress.com/2007/10/9668c.jpg)
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:D
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WHERE ARE THE COCONUTS!!!!1!!!1111111!!111!
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Its a fall setting of a coconut tree. They all fell off.
That tree is sexy by the way y00tz. Did you do that by hand or with Tree Generator
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Neither, I used Wings3D :P
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/me wants monkeys hanging in those trees.......
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very nice yootz. you should make a coconut model to go along with it :D
EDIT: did you ever look at the betas i sent you? lol
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:o :o :o :o
SOOOOOOO UBER!!!!!!!
Wow that palm tree looks amazing. I look forward to seeing it placed in maps.
BTW, I have been trying to use wings3d, and I can model some basic objects, but anytime I go for a tree, I can never get the shape right, and I never know how/when to start branching off, and when overlapping is ok, and whatnot. Perhaps a little youtube vid for wings3d: basic tree modeling would be good. ;D ;D
and again, tree = AMAZING!
-Cusoman
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Here's the .wings file for the tree, take a look at how it works and you'll easily be able to make some.
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Wow, that was the most useful thing EVER. (seriously)
Thank you Thank you!!!!! I did not realize that textures did so much of the work. Were those palm leaves just image planes!!!???!?!?! Whenever I tried using image planes, I would export as a .3ds and when imported into blender they were GONE!!?!?! I figured its because image planes were designed for guidelines, and not actual mesh. THIS IS VERY COOL!! Thank YOU!
-Cusoman
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Were those palm leaves just image planes!!!???!?!?!
Nope, make a cube and select only the top face then "Extract" select the Y axis, you should have a cube_extract object created, delete the cube and just use the face you extracted to make the planes.
-y
edit: Here's the rscript for making the leave textures transparent:
models/directory/filename(without extension)
{
{
map models/directory/filename.tga
alphamask
}
}
e.g.
models/cmp/palmskin
{
{
map models/cmp/palmskin.tga
alphamask
}
}
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THIS CALLS FOR A W00t!!!!
Thank you y00tz.
-Cusoman
EDIT: ty for the script :D I modeling now.
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rofl cusoman..
Off-Topic: wow a couple weeks ago a message came up on my computer saying that there was 3 gigs of space left ! :-X so bad. had to start deleting all my music.. and all the 2041 or something automatic demos from paintball.
Is wings3d freeware? i might give a go at modeling, even though i should try and download less stuff right now :P
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WINGS3d = FREE AND UBER!
Google it for all your 3d dreams to come true.....
-Cusoman
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lol thanks cuso ahah
EDIT: umm how do yo make.. anything lol.. :-[
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Right CLICK FTW!!!!
-Cusoman
(this takes up 2 much forum space so PM me if u want more details.)
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Maya Personal Learning Edition FTW!
I have a bunch of 3d modelers downloaded so I have multiple options for importing and exporting of models.
Google Sketchup Pro 6
3ds Max
Maya PLE
Gmax
Blender
Milkshape
Wings 3D
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^^Please don't post free 3D modeling software here, just start a new thread please.
Cusoman, post your renders/screenshots of trees here, and anything else in the thread "Submit Model Ideas"
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Well, when I get a little better at making some trees, you will see them appear in this thread. And after seeing your palm.wings, I have really gotten better. ;D
-Cusoman
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Bump...
what is the current status of tree designs/models at the moment? I'm in the market for a decent deciduous tree.
- Dagless
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I'd kill for a decent tree right now >:(
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I'd kill for a decent tree right now >:(
I already did kill for one still didn't get it :P
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You're supposed to threaten first...
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noooo, you've bumped a thread showing off my nubbery and shrubbery!
Decidjewuous, eh?
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y00tz, your trees look good, why are you so hard on your self?
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Deciduous indeed! I've thought about some concepts for a reasonably poly and decent looking tree, but it certainly is tricky and finding the resources to test the idea is proving hard. I thought I'd check back here and see whats the crack.
Ideally the sort of tree I'd like to find is similar to tree2.jpg in the 4th reply in this thread.
I'm also about to bump the models thread, so you're going to be in the spotlight again, my friend!
- Dagless