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3 Dimensional Chat / Making Trees

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Oneka
22
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Joined: 24th Apr 2004
Location: Hampton,VA
Posted: 30th May 2004 20:37
Ok I dont wanna make the type of trees and plants that turn when you move because they just look wierd...




I wanna make trees like that any tips on how to make them?

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Cookyzue
22
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Joined: 12th Oct 2003
Location: Who Cares?!
Posted: 31st May 2004 00:11
that is how they make them though, its called axial billboarding, search for it on google.


Oneka
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Joined: 24th Apr 2004
Location: Hampton,VA
Posted: 31st May 2004 01:59
ug... But Desert Combat doesnt use billboarding its a tree if you turn it does not turn but how do you make the follage is my question..

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wbarrett 26
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Joined: 6th Feb 2004
Location: New Jersey
Posted: 31st May 2004 02:30
use alpha mapping on large planes as leaves, there was a thread on trees not to long ago.

Oneka
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Location: Hampton,VA
Posted: 31st May 2004 02:38
can you tell me a little more about alpha mapping?

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wbarrett 26
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Joined: 6th Feb 2004
Location: New Jersey
Posted: 31st May 2004 05:00
here is the thread
http://darkbasic.thegamecreators.com/?m=forum_view&t=31185&b=3

alpha maps are maps indicating which portion of a polygon is transparent. they are created the same way you make a regualr texture. I am not sure about DB pro but some programs allow a seperate grayscale image for alpha mapping, where black is transparent and white is opaque and the grays in between are varying degrees of translucency.

hope that helps

Keaz
22
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Joined: 22nd Sep 2003
Location: Somewhere in south Texas
Posted: 4th Jun 2004 00:48
I'm looking for something similar but I want to create radomized trunks and branches. Basically a way to generate random trees or rocks etc.., but I need to build them from the first triangle up. I will probably you fractals to speed the process. I just need a dead forest generated and I can mod it from there and use it for other applications. Any ideas?
AlecM
23
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Joined: 26th Aug 2002
Location: Concord, MA
Posted: 4th Jun 2004 08:45
you could spend $30,000 on tree middleware. Then again, you probably couldnt use it with DBP.


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walaber
22
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Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 4th Jun 2004 14:21
have a look at Tree[d], a small app available from the Gile[s] website!

you will need Gile[s] however, because it only exports Gile[s] format files

but it's free!

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Van B
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 4th Jun 2004 18:09 Edited at: 4th Jun 2004 18:15
The trees in OIE are pretty ugly, but there along the same lines:

Starting with a vertical section of trunc, laid it out as if it was a UV map, You need vertical segments so you can vert edit to get the final shape, maybe 5 vertical segments. The topmost segment should be a single polygon so that they can all meet at a point. The leaves were made from plains - which were laid out in a similar mannor, If you make 4 plains and position them beside the trunc secion, you can save a helluva lot of UV mapping.

(I wish I could sketch on a post! - just ignore the dots)

....../\
..../....\
../........\
/______
|............|
|............|
|______|
|............|
|............|
|______|
|............|
|............|
|______|
|............|
|............|
|______|



That should leave you with a section of bark, and 4 plains for bushes. If you duplicate the section of bark in a row, you can use that to form the actual trunc - do that, but don't get too fidly with the vert editing because your gonna copy it several times and edit it anyway - try and get a sorta cone shape. Now you should copy that and put it out of the way, and use a copy as the trunc, like vertice edit it so it looks tree like. Now depending on the number of segments you want to use, you can duplicate the trunc and add it as a tree limb. It won't matter if the branches use the same texture as the trunc, because the texture will be scaled anyway and it'll look fine. The tricky bit will be getting the branches onto the trunc neatly - when being ultra conservative with polys like I was with OIE, it is easier, because I was dealing with 3 sided truncs, the branches snapped right onto polygons - you'll no doubt want more detail, but as long as you can get the base verts locked on reasonably neatly, it should be fine.

Now you should have a basic tree - albeit without leaves. That's nice and easy though, just copy the bush plains several times and pepper them all over the tree as much as you like - this won't affect the poly count a great deal but the textured model will run slower if you overdo it.

You don't have to UV map it (which with traditional post UVing would be a pain in the a$$). You can add a bone structure, I had a bone from the base of the trunc to the start of the branches, then from there to the top of the tree. With code you can make the tree's sway in the wind with simple limb rotation commands (just make sure you add a few dummy keyframes).


Van-B


The nature of Monkey was irrepressible!.
Cookyzue
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Joined: 12th Oct 2003
Location: Who Cares?!
Posted: 5th Jun 2004 03:58
heres a plant i made with alpha mapping, i dont think it looks half bad....




Supremacy
22
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Joined: 30th Dec 2003
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Posted: 6th Jun 2004 05:17
good plant, gonna steel it for my game im sucha thief !

just kiding, could you make more like that for me ? i would give you credits !

I will make urban chaos 2, ive already concepted the story, its my dream, i wont to go to muky foot
Cookyzue
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Joined: 12th Oct 2003
Location: Who Cares?!
Posted: 7th Jun 2004 08:48 Edited at: 7th Jun 2004 08:50
@Mustra Joao, lol, how could you steal it if its just an image? anyway, i can probably do some for you, it is pretty simple though so you should be able to do them yourself. e-mail me or post here again if you want some.


Oneka
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Joined: 24th Apr 2004
Location: Hampton,VA
Posted: 7th Jun 2004 15:26
wadda bout me?

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