07-20-2008, 04:39 AM
It should be easier to adjust the preset when we know what the final trees will look like.
I'm not the most knowledgeable person about SpeedTree trees, I'm afraid, but I might be able to answer at least some questions about them anyway. I'll try.
I think you're talking about the canopy shadows, Zurke? SpeedTree trees can cast shadows, though I'm not exactly sure how it works. In Oblivion's video options, there's a setting for canopy shadows. IIRC, when you stand underneath a tree (we'll say during the day) with canopy shadows turned on, it looks as though sunlight is being blocked by leaves and only gets through in some spots. Kind of a realism effect. If you have canopy shadows turned off, the tree will not cast those shadows. It'll simply behave like a static mesh in that regard.
All of the objects in the WorldObjects -> Trees heading should be SpeedTree objects. Most of our trees were made by Razorwing.
As for vertex shading around SpeedTree trees... I usually do add a bit myself. It looks as though Bethesda often did that with their trees in their region generation presets.
And to try to answer the question about converting the static-type mesh to a SpeedTree tree, I don't think it's possible. Trees are created from templates and options set in the SpeedTree program itself. Much of it is done through random generation, and the program also needs to know exactly where branches begin and end, and where the leaves are. It calculates all of that when it creates the trees. Importing (if it's even possible), the program would have trouble making heads or tails of the tree. Of course, I've never really worked with the program either, so you might want to wait for someone who knows more about SpeedTree to confirm that.
I'm not the most knowledgeable person about SpeedTree trees, I'm afraid, but I might be able to answer at least some questions about them anyway. I'll try.
I think you're talking about the canopy shadows, Zurke? SpeedTree trees can cast shadows, though I'm not exactly sure how it works. In Oblivion's video options, there's a setting for canopy shadows. IIRC, when you stand underneath a tree (we'll say during the day) with canopy shadows turned on, it looks as though sunlight is being blocked by leaves and only gets through in some spots. Kind of a realism effect. If you have canopy shadows turned off, the tree will not cast those shadows. It'll simply behave like a static mesh in that regard.
All of the objects in the WorldObjects -> Trees heading should be SpeedTree objects. Most of our trees were made by Razorwing.
As for vertex shading around SpeedTree trees... I usually do add a bit myself. It looks as though Bethesda often did that with their trees in their region generation presets.
And to try to answer the question about converting the static-type mesh to a SpeedTree tree, I don't think it's possible. Trees are created from templates and options set in the SpeedTree program itself. Much of it is done through random generation, and the program also needs to know exactly where branches begin and end, and where the leaves are. It calculates all of that when it creates the trees. Importing (if it's even possible), the program would have trouble making heads or tails of the tree. Of course, I've never really worked with the program either, so you might want to wait for someone who knows more about SpeedTree to confirm that.