Tree packs

Miscellaneous Forums/Graphics Showcase/Tree packs

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

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.

Well im not making a "tree system" like blitztree, just making a tree generator. much like tree[d].

oh okay - perhaps by passing them trhough pacemaker we can make em move -

IPete2.

Interesting - I have BlitzTree3D though.

However, I always applaude those producing 3D media.

Ahh, looks like some game hunting game of sorts, like a Cabela or a Field and Stream.

Downloading straight .exe's just scares me personally....

Looks pretty nice! (i got brave... :p)

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.

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].


what's the average polycount of such a tree? Is it using alpha with the common Z-order Problems ? Are masked leafs possible?

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 :)

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.

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...

I get a "memory access violation when I dl'd the first exe and ran it.

y?

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.

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?

"memory access violation"
but only in vista.

In Windows xp it works.

(I have dual boot system)

I get an MAV in XP.