3rd Party Models/Media Chat / Concept of merging entities for interesting trees

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m2design
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Posted: 31st Aug 2017 19:43 Edited at: 31st Aug 2017 21:20
I have been working on a method for merging entities to make new trees.
First I had to create a bare tree skeleton. I then made a copy of the bush02 (Animated).fpe file, named it bushcopy.fpe and remarked out the animation lines.
I insert the bare skeleton into my map and then insert the bush02 entity from the foliage folder, on the ground at the base of the skeleton. I then scale the bush02 entity height,width and depth to a desired size. I then raise the bush02 entity up the tree to get it off the ground. For some trees I will duplicate the entity and stack it above the first instance of bush02. The video shows the result. You might want to view the video full screen or not.




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OldFlak
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Posted: 31st Aug 2017 23:36
Yeah, very cool m2design!

I have had several attempts at making trees myself, but if I use the tree.fx in the fpe they all fall over when light mapped lol.

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Gtox
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Posted: 1st Sep 2017 05:42
They actually look pretty good, nicely done.
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m2design
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Posted: 2nd Sep 2017 00:04 Edited at: 2nd Sep 2017 00:07
I'm having a little to much fun with this. The process to create each tree takes about 5 minutes. Because each tree is a independent creation consisting of several entities I am able to vary the size and shape for variety. Although I can capture the tree and move the total pieces to another location in a map I am not able to capture and copy to make several duplicates. Maybe down the road Lee will add copy to the group move function.

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Bored of the Rings
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Posted: 3rd Sep 2017 08:43
looks interesting, might have a play around with this later..
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m2design
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Posted: 3rd Sep 2017 18:35 Edited at: 3rd Sep 2017 23:17
I have attached a small gallery of trees I have created using this method. Using the one of the taller tree as an example, my guess is that the Fps impact
of a tree created using the this trick would be not much different then if the elements of the tree (bush02) were separate and on the ground.
I will admit that the method should be used sparingly for a few accent trees only. It is a little time consuming to make each tree image as a whole.
I may have gotten a little carried way with the number of branches on the trunks of a couple trees. Just an experiment, need to get the poly count down a bit.

Edit:
Also made a few entity trees from based on the multi entity combination trees

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m2design
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Posted: 9th Sep 2017 00:21 Edited at: 9th Sep 2017 20:46
I thought. when I started this thread, it was just to explore a concept of creating trees by merging together some GG assets for my own use. The exploration if this idea has lead me to create several of my own different elements that I required. I now think I would like to put a selection of parts in the store for others to create their own custom trees. I will also include a few completed trees. Now that this a kind of work in progress I would like a Mod to please move this thread to a more suitable forum section.

The trees in the attachment have the following poly counts...
A tree made from a trunk frame and one leaf cluster = 610 polys (any size) big or small just use the scale function during creation or after building subject tree while in the map editor.
The trees using three elements = 848 polys
Trunks are 372 polys and leaf clusters are 238 polys



The video contains 245 trees and tree base ground cover.
The goal here is to create a reasonable tree facsimile with a reasonable poly count, not a photographic image. The impression is what counts.

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m2design
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Posted: 13th Sep 2017 00:39 Edited at: 13th Sep 2017 00:43
I would still like this thread moved if possible to 3rd party models/media chat... I messed up when I started this in product chat.


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synchromesh
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Posted: 13th Sep 2017 00:46 Edited at: 13th Sep 2017 00:47
Moved by OP's request
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m2design
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Posted: 15th Sep 2017 01:39 Edited at: 15th Sep 2017 01:52
Does anyone know how to upload a video in the mp4 format (nvidea file) You tube is not recording sound as it should.
New work on tree flavors... using different entity combinations built in the editor.


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m2design
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Posted: 16th Sep 2017 01:08 Edited at: 18th Sep 2017 02:13
I think I have worked out the kinks in this simple method of creating trees while in the GG editor. This method allows me to create a variety of trees that do not just repeat the same tree throughout the map. From a practical standpoint this is not a very efficient system but it will allow me to have accent trees for multiple points in one map. Once I create a tree to my liking GG allows me to capture and move it in the map wherever I want. Just can't make multiple copies.
With the tree parts I've developed for this system I am also able to import different tree parts into my modeling software and create entity trees suitable for store inclusion and other maps.
The video illustrates trees that were created directly in the GG editor, while in the editor I am using only two tree parts (a trunk and a leaf cluster). Duplicating parts and using different scales (length, width and height) I can create many different trees. Obviously the trees are custom for only one map but when I find one I really like I can remake it in my modeling software using my tree part library for future entity use. You might want to view the video in full screen...

The question is, are they of a quality that anyone else would want to use them? I have no real use for them as I have no intention of creating a game any time in the near future.
I just like creating maps at the moment that amplify the possibility of what can be done in Game Guru




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m2design
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Posted: 20th Sep 2017 01:19
I am in the process of creating what I will call "tree impressions" not meant to be accurate images of specific tree species just general seasonal representations for the store.

Let me know what you think...

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m2design
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Posted: 24th Sep 2017 02:48 Edited at: 24th Sep 2017 05:13
Have added a few close-up screenshots of several new trees. Trying to keep the thread alive until...
After lee releases a new d11 beta update I will begin moving the new trees to the store. I will wait until the problems with tree foliage backgrounds are fixed.


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m2design
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Posted: 26th Sep 2017 22:59
Because of a lack of comments or suggestions I have decided to let this thread whither on the vine. Creating trees while in the editor seems to be a concept of minimal interest which I understand. I am now using the components I have created for this method to develop my own tree library.


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