Digital Paint Discussion Board

Development => Mapping => Topic started by: y00tz on June 06, 2007, 03:34:44 AM

Title: The Tree Thread
Post by: y00tz on June 06, 2007, 03:34:44 AM
Before I go tonight, I want to show you guys a tree I thought of and made.

Cheers,
y00tz
Title: Re: Tree - 'Proof of concept'
Post by: mik1 on June 06, 2007, 07:33:00 AM
WOW nice! whats that house behind?
Title: Re: Tree - 'Proof of concept'
Post by: Playah on June 06, 2007, 08:06:12 AM
looks nice but the top of that tree looks strange. looks like there would be no gravity. =P
Title: Re: Tree - 'Proof of concept'
Post by: lekky on June 06, 2007, 08:31:15 AM
could you show a screenshot against a darker or black background? its kinda hard to see for me.
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on June 06, 2007, 11:09:50 AM
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
Title: Re: Tree - 'Proof of concept'
Post by: b00nlander on June 06, 2007, 12:47:49 PM
the 2nd one looks very nice, but I have to agree that the first one has a strange looking top
Title: Re: Tree - 'Proof of concept'
Post by: Zorchenhimer on June 06, 2007, 02:01:56 PM
I like the second one. The first just doesn't look that real.
Title: Re: Tree - 'Proof of concept'
Post by: jitspoe on June 06, 2007, 03:22:27 PM
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.
Title: Re: Tree - 'Proof of concept'
Post by: Eiii on June 06, 2007, 06:52:12 PM
Heh, I did something like this for my craptastic spaceform. I'll bet I have that on an old computer somewhere.
Title: Re: Tree - 'Proof of concept'
Post by: Apocalypse on June 06, 2007, 07:15:23 PM
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.
Title: Re: Tree - 'Proof of concept'
Post by: Zorchenhimer on June 06, 2007, 11:47:42 PM
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.
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on June 06, 2007, 11:49:32 PM
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?
Title: Re: Tree - 'Proof of concept'
Post by: Eiii on June 06, 2007, 11:51:24 PM
Err, are those leaves individual polygons, or created with the particle generator?
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on June 06, 2007, 11:52:54 PM
Err, are those leaves individual polygons, or created with the particle generator?

The latter.

Here's what I'm talking about by the way:
Title: Re: Tree - 'Proof of concept'
Post by: Zorchenhimer on June 06, 2007, 11:57:12 PM
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:



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.
Title: Re: Tree - 'Proof of concept'
Post by: Eiii on June 07, 2007, 12:00:45 AM
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.
Title: Re: Tree - 'Proof of concept'
Post by: Zorchenhimer on June 07, 2007, 12:03:49 AM
Well, never hurts to try.
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on June 07, 2007, 12:04:00 AM
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 :/
Title: Re: Tree - 'Proof of concept'
Post by: Zorchenhimer on June 07, 2007, 11:22:23 AM
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".
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on June 07, 2007, 11:34:16 AM
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.  :(
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on June 07, 2007, 01:16:37 PM
'Error shutdown: tree.md2 has too many vertices'

Anyone know the limit?
Title: Re: Tree - 'Proof of concept'
Post by: jitspoe on June 07, 2007, 05:43:36 PM
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.
Title: Re: Tree - 'Proof of concept'
Post by: Eiii on June 07, 2007, 09:13:45 PM
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.
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on June 08, 2007, 12:10:58 AM
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
Title: Re: Tree - 'Proof of concept'
Post by: Eiii on June 08, 2007, 12:42:39 AM
That looks... dangerous.
Title: Re: Tree - 'Proof of concept'
Post by: lekky on June 08, 2007, 08:25:17 AM
please make a map full of trees like that, i love it.
Title: Re: Tree - 'Proof of concept'
Post by: T3RR0R15T on June 08, 2007, 11:12:20 AM
crazy?
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on June 08, 2007, 01:25:59 PM
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:
Title: Re: Tree - 'Proof of concept'
Post by: Zorchenhimer on June 08, 2007, 01:55:32 PM
Oooh! Pretty. That comes under what I voted for in the Feature Vote Thread, right?
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on June 08, 2007, 02:01:21 PM
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
Title: Re: Tree - 'Proof of concept'
Post by: Apocalypse on June 08, 2007, 04:20:34 PM
Awesome trees y00tz there sweet I hope we can get some trees like that in DP.
Title: Re: Tree - 'Proof of concept'
Post by: Termin8oR on June 08, 2007, 04:54:40 PM
yeah
alot more detail going in and its looking sexy!
Title: Re: Tree - 'Proof of concept'
Post by: jitspoe on June 11, 2007, 07:37:52 PM
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.
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on June 11, 2007, 07:45:06 PM
Looks like you pulled that tree out of an early 3D Mario game. :)

I know :P I'm trying man.
Title: Re: Tree - 'Proof of concept'
Post by: lekky on June 11, 2007, 08:19:23 PM
but seriously i love that spiky tree. y00tz can you give me a hi res screenshot for my desktop pls.
Title: Re: Tree - 'Proof of concept'
Post by: b00nlander on June 12, 2007, 01:07:54 AM
just get a cactus, Lekky 8)
Title: Re: Tree - 'Proof of concept'
Post by: DaRkNeSS on June 15, 2007, 10:07:03 PM
Jitspoe (or anyone else who uses QME, I only know of Jitspoe)

I use QME, but not for tree models.
Title: Re: Tree - 'Proof of concept'
Post by: WarWulf on June 17, 2007, 01:09:49 AM
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
Title: Re: Tree - 'Proof of concept'
Post by: ViciouZ on June 17, 2007, 04:49:15 AM
No offense Uni, but to clarify things they're called leaves not leafs :)
Title: Re: Tree - 'Proof of concept'
Post by: WarWulf on June 17, 2007, 07:44:47 AM
lol ty
Title: Re: Tree - 'Proof of concept'
Post by: Pepperoni on June 21, 2007, 03:01:31 PM
the first tree just needs to be pointed at the top instead of split
btw will these trees make fps go down?
Title: Re: Tree - 'Proof of concept'
Post by: Cobo on June 21, 2007, 03:08:12 PM
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.
Title: Re: Tree - 'Proof of concept'
Post by: jitspoe on June 22, 2007, 12:23:29 AM
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.
Title: Re: Tree - 'Proof of concept'
Post by: Fred187 on July 08, 2007, 06:43:46 PM
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).
Title: Re: Tree - 'Proof of concept'
Post by: Cobo on July 08, 2007, 08:31:22 PM
Cant torches be done already with rscripts?
Title: Re: Tree - 'Proof of concept'
Post by: Apocalypse on July 09, 2007, 07:35:11 AM
Yeah they have them in Anubis.
Title: Re: Tree - 'Proof of concept'
Post by: Chef-Killer on July 09, 2007, 12:31:46 PM
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.
Title: Re: Tree - 'Proof of concept'
Post by: Fred187 on July 09, 2007, 06:40:43 PM
I actually meant electric torches rather than flaming.
Title: Re: Tree - 'Proof of concept'
Post by: Apocalypse on July 09, 2007, 07:11:34 PM
Oh you're british then i see you meant flashlights right?

Title: Re: Tree - 'Proof of concept'
Post by: ViciouZ on July 10, 2007, 02:30:25 AM
Well, sometimes we say flashlights over here, but mainly torches...
Title: Re: Tree - 'Proof of concept'
Post by: lekky on July 10, 2007, 09:43:27 AM
Oh you're british then i see you meant flashlights right?

No. He means torches.
Title: Re: Tree - 'Proof of concept'
Post by: Apocalypse on July 10, 2007, 05:39:05 PM
Well what's an electric torch then?
Title: Re: Tree - 'Proof of concept'
Post by: Fred187 on August 03, 2007, 04:57:56 AM
No, it's the same as a flashlight. Could they be done though?
Title: Re: Tree - 'Proof of concept'
Post by: jitspoe on August 03, 2007, 05:34:30 PM
Not very well.  The engine isn't designed for dynamic lights.
Title: Re: Tree - 'Proof of concept'
Post by: toM|vendettA on August 03, 2007, 06:27:22 PM
Jits and Zorch, woodsedge.bsp had the trees like that and the transparent ladders.
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on August 03, 2007, 06:28:57 PM
Jits and Zorch, woodsedge.bsp had the trees like that and the transparent ladders.

Hmm?
Title: Re: Tree - 'Proof of concept'
Post by: Zorchenhimer on August 03, 2007, 11:46:50 PM
Jits and Zorch, woodsedge.bsp had the trees like that and the transparent ladders.

I don't have that map.
Title: Re: Tree - 'Proof of concept'
Post by: magalhaes on August 04, 2007, 08:32:32 AM
ftp://otb-server.de/pub/Maps/woodsedge.bsp
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on November 18, 2007, 04:26:22 AM
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)
Title: Re: Tree - 'Proof of concept'
Post by: Spook on November 18, 2007, 04:32:09 AM
can you explain to us (me) where to put these for the game and for the mappers.
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on November 18, 2007, 04:43:02 AM
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

Title: Re: Tree - 'Proof of concept'
Post by: Playah on November 19, 2007, 01:43:49 PM
forest ftw!
Title: Re: Tree - 'Proof of concept'
Post by: QueeNiE on November 19, 2007, 03:23:08 PM
(http://img49.imageshack.us/img49/9318/sshot003sy7.jpg)


Uh-oh.  Whats wrong  :-\
Title: Re: Tree - 'Proof of concept'
Post by: Termin8oR on November 19, 2007, 03:37:45 PM
Brock, you know what to do with these tree's.
Do it now  :D
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on November 19, 2007, 03:44:07 PM
QueeNiE:  Looks fine to me... it just looks unlit, and it's the old texture that I used the airbrush to make...
Title: Re: Tree - 'Proof of concept'
Post by: QueeNiE on November 19, 2007, 03:46:17 PM
It is lit.  That is a full compile ...  :-\  (Notice the shadows)

So how should I fix this?
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on November 19, 2007, 03:48:01 PM
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
Title: Re: Tree - 'Proof of concept'
Post by: QueeNiE on November 19, 2007, 03:52:50 PM
(http://img49.imageshack.us/img49/4586/sshot004vo0.jpg)

 
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on November 19, 2007, 03:56:43 PM
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.

Title: Re: Tree - 'Proof of concept'
Post by: QueeNiE on November 19, 2007, 03:59:56 PM


Alright :-\  keep up the good work though
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on November 20, 2007, 12:25:01 AM
Thanks :D 

I've begun work on another new tree with more branches and leaves to look a little better. 
Title: Re: Tree - 'Proof of concept'
Post by: jitspoe on November 20, 2007, 08:20:01 PM
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.
Title: Re: Tree - 'Proof of concept'
Post by: Spook on November 20, 2007, 08:36:08 PM
There is, just go to "download treegenerator"
Title: Re: Tree - 'Proof of concept'
Post by: Zorchenhimer on November 20, 2007, 10:09:15 PM
There is, just go to "download treegenerator"

Quote from: http://www.treegenerator.com/download.htm
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.
Title: Re: Tree - 'Proof of concept'
Post by: Spook on November 20, 2007, 10:20:20 PM
Quote
You can try TreeGenerator v2.0 for 30 days right now : TreeGenerator V2.0

TreeGenerator v1.2 is still available for free....
Title: Re: Tree - 'Proof of concept'
Post by: Zorchenhimer on November 20, 2007, 10:25:28 PM
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)
Title: Re: Tree - 'Proof of concept'
Post by: y00tz on November 21, 2007, 12:45:41 AM
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.

Title: Re: Tree - 'Proof of concept'
Post by: RiMiNi on February 07, 2008, 09:13:37 PM
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
Title: Re: The Tree Thread
Post by: y00tz on February 29, 2008, 01:59:17 AM
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
Title: Re: The Tree Thread
Post by: Deranged on February 29, 2008, 08:36:20 AM
if you want to make the trunk look better, do something with this source image :)

(http://capturingthecity.files.wordpress.com/2007/10/9668c.jpg)
Title: Re: The Tree Thread
Post by: y00tz on February 29, 2008, 11:15:31 AM
 :D
Title: Re: The Tree Thread
Post by: Gold_Leader on February 29, 2008, 12:01:28 PM
WHERE ARE THE COCONUTS!!!!1!!!1111111!!111!
Title: Re: The Tree Thread
Post by: Garrett on February 29, 2008, 12:21:56 PM
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
Title: Re: The Tree Thread
Post by: y00tz on February 29, 2008, 12:47:16 PM
Neither, I used Wings3D :P
Title: Re: The Tree Thread
Post by: KnacK on February 29, 2008, 02:16:48 PM
/me wants monkeys hanging in those trees.......
Title: Re: The Tree Thread
Post by: RiMiNi on February 29, 2008, 03:46:09 PM
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
Title: Re: The Tree Thread
Post by: cusoman on February 29, 2008, 03:52:36 PM
 :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
Title: Re: The Tree Thread
Post by: y00tz on February 29, 2008, 04:16:58 PM
Here's the .wings file for the tree, take a look at how it works and you'll easily  be able to make some.
Title: Re: The Tree Thread
Post by: cusoman on February 29, 2008, 04:32:57 PM
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
Title: Re: The Tree Thread
Post by: y00tz on February 29, 2008, 04:39:30 PM
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:
Code: [Select]
models/directory/filename(without extension)
{
{
map models/directory/filename.tga
alphamask
}
}

e.g.

models/cmp/palmskin
{
{
map models/cmp/palmskin.tga
alphamask
}
}
Title: Re: The Tree Thread
Post by: cusoman on February 29, 2008, 04:41:35 PM
THIS CALLS FOR A W00t!!!!
Thank you y00tz.
-Cusoman

EDIT: ty for the script  :D I modeling now.
Title: Re: The Tree Thread
Post by: RiMiNi on February 29, 2008, 05:14:30 PM
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
Title: Re: The Tree Thread
Post by: cusoman on February 29, 2008, 05:23:25 PM
WINGS3d = FREE AND UBER!
Google it for all your 3d dreams to come true.....
-Cusoman
Title: Re: The Tree Thread
Post by: RiMiNi on February 29, 2008, 05:23:55 PM
lol thanks cuso ahah

EDIT: umm how do yo make.. anything lol..  :-[
Title: Re: The Tree Thread
Post by: cusoman on February 29, 2008, 05:43:45 PM
Right CLICK FTW!!!!
-Cusoman

(this takes up 2 much forum space so PM me if u want more details.)
Title: Re: The Tree Thread
Post by: Garrett on February 29, 2008, 11:15:12 PM
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
Title: Re: The Tree Thread
Post by: y00tz on March 01, 2008, 01:08:14 AM
^^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"
Title: Re: The Tree Thread
Post by: cusoman on March 01, 2008, 10:25:32 AM
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
Title: Re: The Tree Thread
Post by: DrRickDaglessMD on July 09, 2008, 11:49:56 AM
Bump...

what is the current status of tree designs/models at the moment? I'm in the market for a decent deciduous tree.

- Dagless
Title: Re: The Tree Thread
Post by: Laged on July 09, 2008, 12:17:23 PM
I'd kill for a decent tree right now >:(
Title: Re: The Tree Thread
Post by: Apocalypse on July 09, 2008, 03:14:48 PM
I'd kill for a decent tree right now >:(
I already did kill for one still didn't get it :P
Title: Re: The Tree Thread
Post by: sk89q on July 09, 2008, 05:11:46 PM
You're supposed to threaten first...
Title: Re: The Tree Thread
Post by: y00tz on July 09, 2008, 07:52:44 PM
noooo, you've bumped a thread showing off my nubbery and shrubbery!

Decidjewuous, eh?
Title: Re: The Tree Thread
Post by: Garrett on July 09, 2008, 08:55:57 PM
y00tz, your trees look good, why are you so hard on your self?
Title: Re: The Tree Thread
Post by: DrRickDaglessMD on July 09, 2008, 09:23:48 PM
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