Author
Message
TazMan
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 20th Jan 2011
Location: Worldwide Web
Posted: 14th Dec 2013 14:11
Hello



I got some free tree from Tree Magik (InstaTrees) an when I load them up into fpscr they look fantastic but when I run the program they disappear. Any ideas anyone.



I am a complete newbie at 3D and I created some FPE files for them based on the ones for the trees loaded into the program but maybe I am missing something. I have put one of the FPE files in here for you to look at.



Regards

I've got something to say

----

It's better to burn out than fade away.
Green Gandalf
19
Years of Service
User Offline
Joined: 3rd Jan 2005
Location: Cornwall UK
Posted: 14th Dec 2013 18:56
You could try putting the correct texture image file name here:







And don't forget to delete the old .bin and .dbo files before restarting FPSCR.





Powered by Free Banners
TazMan
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 20th Jan 2011
Location: Worldwide Web
Posted: 15th Dec 2013 13:14 Edited at: 15th Dec 2013 14:58
Thanks for answering Green Gandalf, I know I could put the texture here but it comes with 2 .png files, I know that I could put them into 1 .dds but with me being completely new to the 3D stuff I do not know how to put the two together. I tried using the software you gave us but it wont work with these .x files.



I am really keen to learn if anyone can show me the correct way of doing these things it would be appreciated.



Regards



PS: To Green Gandalf, I would be realy interested in seeing the code for the program you wrote for converting the Tree Magik trees



Thanks

I've got something to say

----

It's better to burn out than fade away.
Green Gandalf
19
Years of Service
User Offline
Joined: 3rd Jan 2005
Location: Cornwall UK
Posted: 15th Dec 2013 23:07
If your trees are Tree Magik trees then my utility should work. You can email one plus textures to test if you like.



What were the symptoms and which option did you use?





Powered by Free Banners
TazMan
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 20th Jan 2011
Location: Worldwide Web
Posted: 19th Dec 2013 11:23
Hello Green Gandalf. As you requested I sent you 1 of the objects with its textures a couple of days ago, I was wondering if you had time to have a look at it.



Regards.

I've got something to say

----

It's better to burn out than fade away.
Green Gandalf
19
Years of Service
User Offline
Joined: 3rd Jan 2005
Location: Cornwall UK
Posted: 19th Dec 2013 14:28
Have you seen my two email replies? If not check your spam folder. I hope to have a closer look at it tomorrow as stated in my reply.



I might be able to fix it but it'll be a bit of a hack.





Powered by Free Banners
Green Gandalf
19
Years of Service
User Offline
Joined: 3rd Jan 2005
Location: Cornwall UK
Posted: 19th Dec 2013 17:36 Edited at: 19th Dec 2013 17:36
Quote: "I might be able to fix it but it'll be a bit of a hack."




It turned out to be more of a hack than I expected - I had to work around an old DBPro vertex diffuse bug to get this working .



Here's a screenshot with a stock tent in the background. Is that what you're after? If so, I can tidy up the code but not today.









Powered by Free Banners
TazMan
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 20th Jan 2011
Location: Worldwide Web
Posted: 20th Dec 2013 12:29
Yes this is exactly what I need, if you could tell me what you did so that I can apply it to the rest of the trees that I have.



If it is too complicated and you don't want to go into it then don't worry I will compare this one with the original and try and work it out myself.



Regards

I've got something to say

----

It's better to burn out than fade away.
Green Gandalf
19
Years of Service
User Offline
Joined: 3rd Jan 2005
Location: Cornwall UK
Posted: 20th Dec 2013 14:01
It was rather complicated I'm afraid and awkward to make automatic. The main steps were the same as the Tree Magik trees - except I had to find out which vertices referred to the trunk and which to the leaves since they were all in the same limb mesh. That was the awkward bit - there were about 1100 vertices, and the first 631 were the trunk.



The next annoying bit was that DBPro wouldn't save the new modified mesh correctly (because the original object had vertex diffuse which I removed since it wasn't doing anything useful) and I had to find a workaround which fortunately was quite straightforward.



All that can be automated easily except for analysing which vertices belong to the trunk and which to the leaves which will probably vary from tree to tree - but if you're lucky they'll all be the same . With sufficient patience I'm sure that can be automated as well but I'll leave that for someone else to think about. If you have access to suitable 3D modelling software you could probably make the necessary changes yourself without having to worry about individual vertices.



Hopefully Lee will eventually make all this fiddling about unnecessary as he already has for objects which have a single texture and vertex diffuse. Your trees would probably be fine if they just used a single texture ("material" in X file jargon) and that was probably the essential change in what I did.



Overall your tree presented a bit of a challenge. Just what I needed to keep me on my toes.





Powered by Free Banners

Login to post a reply

Server time is: 2024-11-23 09:35:12
Your offset time is: 2024-11-23 09:35:12