3rd Party Models/Media Chat / Help creating and using Trees (Complete Newbie to 3D Software)

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TazMan
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Posted: 2nd Dec 2013 14:40 Edited at: 2nd Dec 2013 14:42
Hello



I am a complete newbie with 3D software. I came across it and decided it might be a great way to pass the time, but I have come across a problem.



I would like to have some different trees in the 3D scape I have created. I downloaded a copy of Trees[d] from frecle, I thought the trees you can create from this program are fantastic. It can export to .x so I thought everything would be ok.



The problem I am having is that I can't seem to get the tree to show any of the leaves or bark and when I place it, it is is tiny and black. I have searched through the forum for an answer but cannot get anything that a complete newbie can understand. Can anyone out there walk me through what to do.



I have put a copy of one of the trees from Tree[d], the .x, .dds, .fpe and the .png zipped up for anyone to have a look at and tell me where I am going wrong.



Thanks in advance

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granada
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Posted: 2nd Dec 2013 16:13
Thats a lot of polys for a tree,try something like forester.you can try there demo .





http://www.hptware.co.uk/forester.php



Dave

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TazMan
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Posted: 2nd Dec 2013 17:23
Thanks for that I will try it out but as to the rest can anyone help.



Regards

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granada
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Posted: 2nd Dec 2013 18:16
Have a look here this might help you .



http://fpscrforum.thegamecreators.com/?m=forum_view&t=207181&b=3



Dave

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Green Gandalf
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Posted: 3rd Dec 2013 00:51 Edited at: 3rd Dec 2013 00:52
Quote: "but as to the rest can anyone help."




Not sure what you see but I see small bushes and here is one close up:







That object has a very complex structure for just one tree - plus lots of animation information. A forest of those would probably make FPSCR grind to a halt.



I don't know why you don't see any bark. What does the tree look like in the original application?





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Green Gandalf
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Posted: 3rd Dec 2013 02:00
Just checked the X file. You've forgotten the leaf and wood texture files, i.e. "leaf08.png" and "wood03.png". My guess is that the image you're using is intended as a thumbnail or similar for the whole tree, not as a source texture.



The model will need to be re-exported using a single texture for the whole tree. For simple static trees with moderate sized meshes that can be done fairly easily and there's a thread discussing this somewhere. I'm supposed to be writing a small utility to do that but I doubt I'll be able to get it to work with your tree object.





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TazMan
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Posted: 3rd Dec 2013 14:46 Edited at: 6th Mar 2014 13:18
Thanks everybody but I have a couple more questions.



Quote: "The model will need to be re-exported using a single texture for the whole tree"




1. How do I put both the leaf and the bark textures together to use with this.





Quote: "That object has a very complex structure for just one tree - plus lots of animation information. A forest of those would probably make FPSCR grind to a halt.



I don't know why you don't see any bark. What does the tree look like in the original application?"




Here is the original as you can see it is supposed to be a tree not a bush.



2. What do you think went wrong and how do I get rid of the animation and make it simpler.







Regards

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Green Gandalf
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Posted: 3rd Dec 2013 16:57 Edited at: 3rd Dec 2013 20:23
No time to look closely now but my immediate impression is that the main trunk has been displaced upwards for some reason so that, in my screenshot, it looks like the thin leafless branch sticking out the top of the tree. I don't know why that should happen but it ought to be possible to fix - once we know which limb it is.



Just to simplify matters that tree has over 600 limbs! I guess every leaf is a separate limb. A bit over the top to me.



The animations work in DBPro so they might work in FPSCR - but it seems an unnecessary extra overhead for the engine to me.



I'll try to add to this later.



Edit Removed the animations for you and fixed the scaling manually in the X file. New model attached in next post.



Here's a screenshot:









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Green Gandalf
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Posted: 3rd Dec 2013 20:27
Zipped model for previous post. Still need to fix the texture - could take a while though as I don't know which of the 614 limbs should have the bark texture.





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HarryWever
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Posted: 3rd Dec 2013 21:41
I also was strugling to make the trees in one texture.

Now i made them seperate. the limb and the leaves.

Its easier and also i can make them seperate in collision mode.

So that you can walk trough leaves but ofcourse not the limb.



The placement of the leaves is really easy.





Gr
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Green Gandalf
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Posted: 3rd Dec 2013 22:19
Quote: "I also was strugling to make the trees in one texture."




It's easy when the object has a simple structure - like Tree Magik trees which have just two limbs.



Quote: "Now i made them seperate. the limb and the leaves."




Can you show us how?





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HarryWever
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Posted: 3rd Dec 2013 23:25 Edited at: 3rd Dec 2013 23:29
I open the .obj file in milkshape.

There you can choose between two groups .. the limb and the leaves.

choose one group and delete it. then assign the correct texture to the group and export it.

Re open the obj. and do the same with the other group.

Don't move anything so everything stays on the correct place and hight.

Oh and i convert the png from the leaves file in dds or jpg

Gr
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Green Gandalf
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Posted: 3rd Dec 2013 23:31
How does that work in FPSCR? How do you get the .fpe file to point to two textures?





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HarryWever
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Posted: 3rd Dec 2013 23:39 Edited at: 3rd Dec 2013 23:40
No i export first (for example) the trunk. with the texture into a directx file with a trunk fpe file. then i export the leaves with the textures and a seperate leaves fpe file.

So you use one texture. one for the trunk and one for the leaves.

so i use two fpe files

Hope i explaned it better now
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granada
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Posted: 4th Dec 2013 12:26
Quote: "How does that work in FPSCR? How do you get the .fpe file to point to two textures?"


Hope this helps

When i made my vilage model i put no texture in the fpe file.



This is the folder as you can see i lot of textures



The vilage in reloadad



Works in beta 2,not beta3.Textures not showing in beta3 (not using beta 3 as its to slow)



Dave

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Green Gandalf
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Posted: 4th Dec 2013 12:50
Quote: "Hope this helps

When i made my vilage model i put no texture in the fpe file."




I tried that but it didn't work. But then I was using Beta3 and I see you now say:



Quote: "Works in beta 2,not beta3.Textures not showing in beta3 (not using beta 3 as its to slow)"




I wonder what's been broken.





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TazMan
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Posted: 6th Dec 2013 12:04
Thank you everyone for your help and thank you to Green Gandalf for the work you put in. I have tried everything that you have suggested to no avail.



I decided to buy treemagik G3 because I thought this would be easier, lol. Obviously I am still having problems integrating my tree's into FPSCR so I decided to have a look at UV Mapping, maybe this is the way to go.



Any ideas anyone.



Regards

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granada
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Posted: 6th Dec 2013 14:16
Quote: "I have tried everything that you have suggested to no avail"


Are you using beta 2 or 3,try using beta 2.



@ Green Gandalf



Quote: "I tried that but it didn't work. But then I was using Beta3 and I see you now say:



Quote: "Works in beta 2,not beta3.Textures not showing in beta3 (not using beta 3 as its to slow)"



I wonder what's been broken. "


I have now found that if i build my files in beta 2 & move the folder to beta 3,i can use them.



Dave

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Green Gandalf
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Posted: 6th Dec 2013 17:04
Quote: "I have now found that if i build my files in beta 2 & move the folder to beta 3,i can use them."




Weird.





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