Author Topic: Trees and plant life for your maps  (Read 27337 times)

Cameron

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Re: Trees and plant life for your maps
« Reply #40 on: July 18, 2008, 05:25:53 AM »
Put a clip brush there, that's what I did :).

Laged

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Re: Trees and plant life for your maps
« Reply #41 on: July 18, 2008, 05:34:09 AM »
I'd prefer a  brush with the nodraw flag, with a clip brush you can shoot through it..

DrRickDaglessMD

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Re: Trees and plant life for your maps
« Reply #42 on: July 18, 2008, 05:36:10 AM »
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!

ViciouZ

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Re: Trees and plant life for your maps
« Reply #43 on: July 18, 2008, 05:44:00 AM »
Looks great - I agree that the white trunk is a bit too white though.

UDead

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Re: Trees and plant life for your maps
« Reply #44 on: July 18, 2008, 04:18:56 PM »
ok thx

Laged

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Re: Trees and plant life for your maps
« Reply #45 on: July 19, 2008, 06:35:44 PM »
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?

DrRickDaglessMD

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Re: Trees and plant life for your maps
« Reply #46 on: July 20, 2008, 07:00:00 AM »
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

Laged

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Re: Trees and plant life for your maps
« Reply #47 on: July 20, 2008, 07:57:20 AM »
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

sk89q

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Re: Trees and plant life for your maps
« Reply #48 on: July 20, 2008, 07:38:06 PM »
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).

DrRickDaglessMD

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Re: Trees and plant life for your maps
« Reply #49 on: July 20, 2008, 08:32:45 PM »
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

QueeNiE

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Re: Trees and plant life for your maps
« Reply #50 on: July 22, 2008, 07:34:15 PM »
btw this needs a sticky >_>

Wob1RoN

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Re: Trees and plant life for your maps
« Reply #51 on: July 27, 2008, 09:26:45 AM »
what i need to do with the trees and plants after i download to use it on bsp...
please help

sk89q

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Re: Trees and plant life for your maps
« Reply #52 on: July 27, 2008, 11:48:45 AM »
Create an entity:

func_model
"model" "models/sk89q/trees/tree1.skm"

And add to worldspawn:

"requiredfiles" "scripts/sktrees1.txt"

WarWulf

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Re: Trees and plant life for your maps
« Reply #53 on: August 05, 2008, 01:52:48 PM »
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

joker909

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Re: Trees and plant life for your maps
« Reply #54 on: April 09, 2009, 03:33:10 AM »
My tree is like this!
what's wrong?


ViciouZ

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Re: Trees and plant life for your maps
« Reply #55 on: April 09, 2009, 05:05:39 AM »
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.

joker909

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Re: Trees and plant life for your maps
« Reply #56 on: April 09, 2009, 03:20:53 PM »
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?

jitspoe

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Re: Trees and plant life for your maps
« Reply #57 on: April 13, 2009, 12:06:36 PM »
Did you put sktrees1.txt in paintball2/pball/scripts?

chris123

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Re: Trees and plant life for your maps
« Reply #58 on: April 15, 2009, 01:05:03 PM »
Did you put sktrees1.txt in paintball2/pball/scripts?
in the bsp file

_burnt

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Re: Trees and plant life for your maps
« Reply #59 on: April 15, 2009, 01:43:40 PM »
in the bsp file

What? He's talking about the script that goes into paintball folder.