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3 Dimensional Chat / [Treemagik] Troubleshooting Tips

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GameDaddy
15
Years of Service
User Offline
Joined: 25th May 2009
Location: Midwest, USA
Posted: 26th May 2009 04:21
Any program that drops a marker, file, or indexes the leafskins or trunksins folder and leaves a file in the folder that is not a graphics file will cause TreeMagik to crash to desktop while throwing an "Out of Memory" error.
FredP
Retired Moderator
18
Years of Service
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Joined: 27th Feb 2006
Location: Indiana
Posted: 26th May 2009 04:41
I have TreeMagik and that's not happened to me.It hasn't happened with Plant Life either.
That's not to say that's not an issue.What works great on my pc may not do so well on yours or vice versa.

Failing at every guitar game ever made!
Siddy
15
Years of Service
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Joined: 16th Dec 2008
Location:
Posted: 26th May 2009 05:28
I dont understand the first half of that sentence, but i get the same error when i tried to import my own trunk types.
Are you trying to add your own textures and meshes and it crashes?
If so, you CAN add textures, you CANT add meshes (ie 3D stuff).
I queried THE GAME CREATORS and they said they were supposed to get the info on how to import your own 3D files,but never got it when they bought the rights to TreeMagik, so its not possible.
GameDaddy
15
Years of Service
User Offline
Joined: 25th May 2009
Location: Midwest, USA
Posted: 27th May 2009 06:30
Plant life doesn't use any meshes. Yes, that is also what happened to me. If I try importing a .b3d trunk mesh into TreeMagik it crashes with an "Out of Memory" error. Same thing if it scans the trunk folder with a .b3d mesh, or some other files as well.

(like my PsP index file for example). Whenever Paint Shop Pro scans a directory for images it drops an index file of thumbnails in the folder it scanned. This index file was also causing TreeMagik to crash.)

It's not a big deal though... With DarkBASIC you can you can import any tree trunk you care to, apply a texture/color maps to it, light it up all different kinds of ways, scale it, rotate it, twist it, squish it, apply shaders, and even attach tree parts generated from TreeMagik... So the end result is pretty much the same, except you get to have your custom forest using treek trunks that are split into three, four or five (or even more ways) with cool gnarly looping roots. Mangrove swamp forest.... No problem.

Maybe 45 minutes to create a half a dozen gnarly trunks in high and low rez, ten minutes to create leaves and branch textures, and the same amount of time to code a routine that scatters your forest on the matrix.

The best part. Once you have it, It's only a matter of creating a few new models, and changing the file names every time you need a different copse of woods.

You could even write a function that reads the model folders and randomly picks trees and other greenery that is already created to populate your new matrix with.

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