Tree packs
Community Forums/Graphic Chat/Tree packs| 
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| Ive made a small tree "generator" (wip) and with it created a few tree packs.  You can view a 3D preview of them here Http://www.empowergames.com/wildorchard_prev.exe http://www.empowergames.com/dead_treepak.exe   Ill be making more as i make progress on the tree generator | 
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| RifRaf, I have a feature request. Please make the trees move and the branches move. In this day and age we need access to dynamic environmental objects. I asked Sabata about this a long while ago and it never emerged. Games look 'dead' with no extra movement in them. From what I can see so far these are looking very nice indeed. Good work. IPete2. | 
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| Well im not making a "tree system" like blitztree, just making a tree generator. much like tree[d]. | 
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| oh okay - perhaps by passing them trhough pacemaker we can make em move - IPete2. | 
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| Interesting - I have BlitzTree3D though. However, I always applaude those producing 3D media. | 
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| Ahh, looks like some game hunting game of sorts, like a Cabela or a Field and Stream. | 
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| Downloading straight .exe's just scares me personally.... Looks pretty nice! (i got brave... :p) | 
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| Rif, I notice you've now added movement, but with all due respect I think you should get out and look how real trees blow in the wind - yours look as if they are swaying underwater. | 
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| John, I dont think you get it. Im not making an animated tree system with this, but a random tree generator that makes models. the movement is just for the preview, its nothing special to be sure and its not intended to be. I already mentioned this once, maybe reading a little more of the topic would have prevented your confusion. Also, i didnt "now add" it, its always had that movement in the preview.   im not making a "tree system" like blitztree, just making a tree generator. much like tree[d].  | 
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| what's the average polycount of such a tree? Is it using alpha with the common Z-order Problems ? Are masked leafs possible? | 
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| You can see zorder effects in the preview.  Its not bad, no special z handling code used just typical blitz behavior, you can use masked, but I think looks terrible in blitz. I avoid masked on trees/grass when i can. polycount in the above packs are from 100 - 350 depending on the tree , it can go as low as 25 polies for a tree, but it will look like a 25 poly tree :) | 
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| This is REALLY nice. Trees are hard to get looking natural since they arn't like fractals. I found that I could use a sort of chaotic fractal that had some random mutations to get good effects. What is your algorithem? I have always wanted to do a 3D one but the math is VERY involved. | 
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| masking is ok with blitz as long as you change the maskcolor from 0,0,0 to something useful. codes are in codearchive. i use them alot, to avoid all those bloody z-order problems... | 
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| I get a "memory access violation when I dl'd the first exe and ran it. y? | 
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| Who knows, I posted those demos a year ago, im shocked they are still on my server. :) I would repost but the demos are long gone from my HD. I still have the model packs however. | 
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| BTW, since this thread came up - what's with this myth that says you can use a double-layered mesh and apply alpha to one layer and mask to the other one. The mask may be fully transparent, but still forces the correct Z-order of the entire alpha layer? Is there anybody who can confirm this? | 
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| "memory access violation" but only in vista. In Windows xp it works. (I have dual boot system) | 
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| I get an MAV in XP. |