tree[d] returns...
Community Forums/Showcase/tree[d] returns...
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Hi, tree[d] - the free tree generator is back! Click image to read more and download... ![]() |
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Nice, finally it exports to b3d! I was just thinking about this tool. Thank you for the additions. |
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Get to the back of the queue "RifRaf". |
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Waiting patiently for your port to BlitzMax :-) |
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I like it alot, but slow on my cheesy dual core laptop. ill toss it on my desktop when I get the chance |
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wow! fred, you are the best ;) |
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Thanks man! |
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This will add some trees to my little island.. loves it. |
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Nice! |
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Nice app Fredborg Are you still working on that Clou[d] generator too? That also looked incredibly interesting |
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I loved it! Thanks! |
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nice, is this totally free? |
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From Licence: You are not allowed to sell content generated by tree[d] either as standalone content, content packages, or as parts of packages which primary purpose is to generate trees! |
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thx :) |
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Yes, it's completely free, except you cannot sell the models/textures as standalon(ish) items. You can use it for everything else though. |
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thanks for the great tool |
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its amazing, you should continue improving on this thing :) |
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Awesome! Thank you for the generosity! Awesome! |
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i have the strange feeling that the trees have more polys than the old version of tree[d]. or is it just me? |
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Yeah, to get a decent looking tree, it's 4,000+ polygons. Looks great though. |
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Thank you! |
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To do a really low poly tree: - First create a tree as normal with leaves and stuff. Make sure the tree trunk is pretty straight, and doesn't twist too much. - Then save this to a texture, using the 'Render to file' option. - Load it as a 'Cross Texture' from the 'Branch' tab - Turn off all the leaves - Turn off all sub branches - Turn off Branch geometry and turn on both Cross geometry options - Tweak whatever parameters you need. I think there's an example in the Tree folder 'Tree_Summer.trd' it's 131 tris and looks reasonably good. |
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Is it possible to create a simple archiv without the installer? Currently it is not possible to install it without admin rights. btw, thx fredborg. Possible the best treegen I've seen :) |
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Thanks for the tip fredborg :o) |
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Great !! as always fredborg :) |
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Now I expect to see Filax's TerraEngine 3.0 out soon, integrated with tree[d] it would sell like hotcakes ;) Filax any plans to release updated version of your terrain engine? |
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when i export a tree and load it into my level the leaves are not masked and have the full green square around them. if i only click the alpha tag in the leaf section before exporting then the leaves are masked but the entityorder is wrong and the branches and leaves show through each other. any ideas on what Im doing wrong because i really wanna use this tool. |
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It uses a special function to load masked textures, it doesn't use black as a mask, instead it uses the alpha channel of the texture. You can do two things: - Use this function to load masked textures: http://www.blitzbasic.com/codearcs/codearcs.php?code=1739 - Change the textures you use to have a black mask, as normally used in Blitz3D |
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Addind .DDS support would be cool. |
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Hi fredborg :) Just few words to ask you what the licence for the treed generated objects? PS : Can't wait for Giles 2.0 ! :) Work slave! Call me mistress :) |
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Yes, it's completely free, except you cannot sell the models/textures as standalon(ish) items. You can use it for everything else though. So don't try to sell them on turbosquid or I'll send the french mafia after you ;) |
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Ok fredborg ! lol :) |
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Is it impossible for you to add DDS support for textures? I really could use it. |
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Man, that is sweeeeeeeet. That settings you suggested i mean :o) Is the animation hierarchical? Or boned? |
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Very nice indeed. Thanks a lot! |
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Very nice, how does this compare to AlienCodec's Treelife and Plantlife? (I own both) |
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i love this thing! |
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Yep this is great stuff. Maybe some presets for different types of trees would be cool too. Pine, oak, poplar, etc etc. And maybe some fruit trees too (apple, orange etc...that'd be exciting). |
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For those of you having problems with the textures, simply convert the .png to a .dds. Since .dds seems to use the alpha channel to work out masks, it works fine :o) |
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Wonderful stuff. It would be nice to have a randomizer function that shuffles all of the properties, including style of leaf and colors and everyting. Then you could just keep clicking until you see something cool. I think the Flaming Pear filters in Photoshop have this feature and it's cool. Anyway, keep up the good work! |
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Thank you Fredboy for the tips. "To do a really low poly tree:" Cause i found out that after creatin 20 trees in my wolrd ending it was slimy slow.. I must retry this engine again... |
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Thank you for this fredborg it is an absolute gem of a tool, you never cease to amaze me. Thanks Brendan |
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Whats the deal with it exporting a quadrillion materials? |
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It exports 3 materials, that's at least one fantasillion away from a quadrillion... |
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Oh those weren't materials, but theres a load of data in a simple tree b3d. 4.95mb - there are 900 individual meshes (an export from b3dviewer v2.2) |
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Can't even post them all. I loaded some of the trees that came with tree[d] and they look all whacky. ![]() ![]() |
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I had the same issue. To fix that you just find the settings for the leaf texture and change it. Although it's hard to tell which one it's supposed to be in the preset. I love this program anyhow. Been using it for creating 2d layered tree tiles. Big thanks @ fred. |
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The 2d layered trees work best and look pretty good :o) |
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The trees look nice using the render to file technique in tree[d], but when I view the exported b3d in filax's program it looks like crap.![]() EDIT: Oh.. nvm its just not masking the textures >_> |
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Before I embark on a loadalphatexture function for minib3d, has anyone already made this? |
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I would assume you pass some sort of flag to the LoadTexture function to specify you want the alpha loaded as well. Just guessing, since I don't use MiniB3D. |
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Yes, it seems it has a flag for loading alpha textures. I'm still trying to figure out why its crashing on loadmesh.. |
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I used the trees in blitz. However, i had to change the masked png's, into .dds textures for them to work ok. I did that in ultimate unwrap. Worked fine after that. |
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sweet |
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Are you using Lindenmayer systems for this? I've built many similar things in 2d but this looks cool. |
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any chance you could make it so you can hide the background sphere. i have been snapshoting the trees and useing them in a 2D project but removing the shades of grey is a right bitch. |
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Hi, @Ryan: No, it doesn't use Lindenmayer systems, it uses Fredborg systems :) @grindalf: You can save a render of the tree, by clicking the icon of a disc with a red arrow. |
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found it thanks. shame it doesent render the shadow as well |
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Sorry to resurrect this post...but did anyone figure out how to load these trees into Blitz3d with the masking fixed (not alpha)? |
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Great, cool, thanks! I too have a problem, as Plash - http://blitzbasic.com/Community/posts.php?topic=77339#873434 Very much it would be desirable to support DDS textures, and 'Render to file' with sizes more 512x512 (is desirable 1024õ1024 and 2048x2048). |
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Yep, place the .png textures with .dds textures instead. The masking works straight off. |
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Yes, you right. p.s. And pseudo ambient occlusion (with vertex colors) will be good :) |
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Ok but tree[d] doesn't let you import .dds textures. How are you replacing them? |
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Anyone? How do you replace the .png with .dds textures? |
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1. hex-editor: change .png into .dds 2. place the .dds files in the folder. if you like, you can create a tool for this. |
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Hmm...I'm using a hex-editor called XVI32 and Leadwerks dds convertor and now my app just hangs there trying to load the model.... |
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Try ImageConverter Plus.. http://www.imageconverterplus.com/help-center/work-with-icp/examples/how-to-convert/png_dds.html |
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Ok i got if figured out. The .b3d file stores the paths back to the tree[d] folder (which I have no clue why it wouldn't save the used textures to the target folder...) Also, masking is working now but the texture banding is horrible. Anyone know how to enable mipmapping on a texture that's loaded by the .b3d model? And the model seems stuck on full bright. I've tried EntityFX,0 and no dice. |
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Hi, Just a quick shout to let you know it now has .obj export as well.. Go get it here! Hope all is well with everybody! |
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woo great thanks! |
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oooh look much better than before... well done Fredborg |
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hi all, i have a litle problem!! this tree is very good, the my problem is a animation tree, this tree in B3D can this? tnks |
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Veerrrry nice! :-D |
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No need to replace png textures with dds if you use fredborgs LoadMaskedTexture.leafTex = LoadMaskedTexture("leaf26.png") tree = LoadAnimMesh("tree.x") EntityTexture GetChild(GetChild(tree, 1), 1), leafTex |