I created some trees for you too |
Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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That'd be fine. I've got hex workshop, so I can fix the filepaths if necessary.
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19.08.2006 20:27 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 788
Location: Ireland
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Ok, I'll have the files for you tomorow as I have just wasted 2 hours
messing around with textures in Deep Paint 3D. That program is fun.
-FLESH
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19.08.2006 21:13 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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19.08.2006 23:51 |
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Corwyn
Chieftain of Skyrim
Registration Date: 10.06.2006
Posts: 157
Location: Sydney, Australia
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quote: |
Originally posted by FLESH
For the trunk all you need to do is make sure that the trunk texture is
in the right folder, and it will activate by itself. The leaves must be
the ones you saved with the tree (I was selecting different ones, thats
why the CS crashed) and must also be in the right folder. When putting
the tree in the CS it will give you an error, but that doesn't mean
anything. Now I'm off to make a plug-in with those conifers.
EDIT: Sorry didn't see your reply corwyn, I have Speed Tree. And I can
choose any leaf or trunk texture I want so no worries there, I already
made some trees for RP. |
bah, you didn't understand what I meant! I am curious as I want to know
if you have found a way around this.. anyhow. Pictures tell a thousand
words so here we go..
That is a normal leaf texture from Oblivion, as you can see it has 3
leaf textures in one image. This saves on resources, but is also needed
since the CS will only let you choose one leaf texture per tree.
Here is the menu option that I beleive allows you to organize and
export these multileaf textures from within speedtree. Now for me I
cant seem to get that option un-greyed out, and I am guessing its only
available in the RT version of speedtree (RT = Realtime)
Now, What I meant before was that since you cant make new multi-part
textures, you would be better off editing the existing obliv trees and
using their texture mapping coords. Since having the same tree leaf
sprite repeated a thousand times over the tree can look pretty bad and
repetitive. But, as I said, if you have found a way around this then I
would dearly like to know!
__________________ Skyrim for Oblivion
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20.08.2006 03:17 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 788
Location: Ireland
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You seem to be having problems with spacing, and that is how ST uses
textures. Theres nothing we can do about it, and I doubt RT will change
anything.
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20.08.2006 14:13 |
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Corwyn
Chieftain of Skyrim
Registration Date: 10.06.2006
Posts: 157
Location: Sydney, Australia
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Try opening up an original oblivion tree and then edding a different
texture to it, you will see what I mean. There is also some info around
about what the RT version does, and one of the things is compressing
leaf textures down into a single file for more efficient use in real
time apps.
You could try, but I doubt it. I would dearly love it though, for very
thick trees a single texture is fine, but for more sparse trees like
some types of pine etc, its really really obvious when a single texture
sprite is used all over the whole tree.
__________________ Skyrim for Oblivion
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20.08.2006 14:29 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 788
Location: Ireland
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In the file I have some pines, it's not abvious at all and I think it look great IMO.
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20.08.2006 14:30 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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I've been looking at the filepaths in the spt files,etc., and here's what I've found:
The texture files themselves are .dds format with 3 parts in the Data\textures\trees\leaves\ folder.
The filename looks like this: treescotchpineleavessnow.dds, with the
first letters "shrub" or "tree." I don't know yet whether that's
significant.
In the .spt file, the textures are:
C:\Hope\IDV\ScotchPine\\TreeScotchPineBark.tga
C:\Hope\IDV\ScotchPine\\ScotchPineLeavesSnow02.tga
C:\Hope\IDV\ScotchPine\\ScotchPineLeavesSnow01.tga
C:\Hope\IDV\ScotchPine\\ScotchPineLeavesSnow02.tga
C:\Hope\IDV\ScotchPine\\ScotchPineLeavesSnow01.tga
TreeWhitePineBark.tga (treewhitepinebark.dds is in data\textures\trees\branches\ folder)
I also took apart your Colorado Spruce.spt file and found these textures:
C:\Program Files\Autodesk\3dsMax8\SpeedTree3\Standard Library\Conifers\Colorado Blue Spruce\\SpruceBark.tga
C:\Program Files\Autodesk\3dsMax8\SpeedTree3\Standard Library\Conifers\Colorado Blue Spruce\\SpruceNeedles_MD_1.tga
C:\Program Files\Autodesk\3dsMax8\SpeedTree3\Standard Library\Conifers\Colorado Blue Spruce\\SpruceNeedles_MD_2.tga
C:\Program Files\Autodesk\3dsMax8\SpeedTree3\Standard Library\Conifers\Colorado Blue Spruce\\SpruceNeedles_MD_3.tga
c:\program files\autodesk\3dsmax8\speedtree3\cad\DefaultFrond.tga
It appears that Beth combines the 3 leaf files into one .dds file,
which speedtree can read and sort. Also, it seems that .spt doesn't
care about the texture data type (.tga or .dds) any more than .nif
does. I expect that if both are available, it defaults to the one
listed internally, but it's smart enough to read various formats.
There is also a data\textures\trees\billboards\ folder which contains a
grayscale .dds file for each tree type. It kind of looks like a normal
map, but I'm not sure if it's just for shadow effects or what.
Hope this helps you out a bit. I needed the mental exercise, and now I
think I can change the file pointers without driving myself crazy. I
still have to find out how much of that filepath before the double
backslashes is needed. This post has been edited 1 time(s), it was last edited by Greybeard: 20.08.2006 18:18.
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20.08.2006 17:56 |
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Corwyn
Chieftain of Skyrim
Registration Date: 10.06.2006
Posts: 157
Location: Sydney, Australia
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wow, nice Grey, now if you could find out how or where it determines
what section of the texture it uses =p Why does the oblivion tree
repeat the textures?
I am certain they used a different version for their trees though, much
to my annoyance if you create a new tree, then open an oblivion one and
copy all the numbers like number of branches etc from the created one
to the oblivion one you end up with a completely different result. Its
like there is tree structure info embedded in the file that the version
we have cant change =/
With that bit of info Grey I might be able to get speedtree to actually
show the oblivion textures when I open an oblivion tree instead of
getting the file not found textures. Thanks!
and flesh, I know the trees you have look good!
but when I meant sparse I meant as sparse as say the picture I posted, or even more so. Ie VERY few leaf sprites on the tree.
__________________ Skyrim for Oblivion
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21.08.2006 08:57 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 788
Location: Ireland
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But as far as I know our version is the only version that can make porper trees with animations.
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21.08.2006 10:24 |
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Corwyn
Chieftain of Skyrim
Registration Date: 10.06.2006
Posts: 157
Location: Sydney, Australia
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all versions of speedtree cad can make the correct trees, its not even
a function of the speedtree file anyway, its a function the game uses
that gets applied to the speedtree file (the swaying and bending)
I have changed my mind, looking through their site, RT doesn't come
with a version of speedtree cad, so I suspect the reason the options
are greyed out is because we have the lite version. If you want a
complete overview of what I am talking about flesh go to help in
speedtree, then search for "composite maps" and the first result has a
big explanation fo the feature and how to use it.....pity its disabled
=/
__________________ Skyrim for Oblivion
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21.08.2006 10:36 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 788
Location: Ireland
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quote: |
Originally posted by Corwyn
all versions of speedtree cad can make the correct trees, its not even
a function of the speedtree file anyway, its a function the game uses
that gets applied to the speedtree file (the swaying and bending)
I have changed my mind, looking through their site, RT doesn't come
with a version of speedtree cad, so I suspect the reason the options
are greyed out is because we have the lite version. If you want a
complete overview of what I am talking about flesh go to help in
speedtree, then search for "composite maps" and the first result has a
big explanation fo the feature and how to use it.....pity its disabled
=/ |
I noticed that it said lite. Very wierd. I looked up some tutorials
about CAD and what came with it, and they mentioned Lite. They said it
was the most powerfull tool of the ST package, which is ironic
considering it's called Lite.
I think it's best if we just leave it as is, the trees ae good. I wish
I could make more sparse trees for the spalings in the Silgrad trees,
but theres nothing I can do so I just have to live with it
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21.08.2006 10:45 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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The file structure looks a lot like a .nif. Maybe you could visit the
NifSkope people and ask them to take a look. They might be willing to
come up with a copy/paste/delete program for .spt files. |
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21.08.2006 18:02 |
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IAMTHEEMPEROR
Duke
Registration Date: 04.07.2006
Posts: 1,919
Location: New England
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hey flesh, any reason why I am unable to download the trees? at the
page where it says "please wait while download server is contacted" it
comes up with a page can not be found issue. Anything wrong?
__________________ What is was not to that which never was.
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23.08.2006 20:10 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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I have a bit of time this week-end. I'd like to putter with those files, if you don't mind.
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25.08.2006 03:02 |
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Morden
Apprentice
Registration Date: 05.01.2006
Posts: 7
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quote: |
Originally posted by Corwyn
Just a little note, You might want to edit existing obliv trees since
if you dont you seemingly can only use a single leaf texture, this
makes your trees look fairly repetitive. |
I've created a few of my own trees and put them into the game.
http://img157.imageshack.us/my.php?image=customtrees9jx9.jpg
I've got the same version as you guys so I can't use composite maps...
however, I've just decided to use multiple custom textures instead. As
for that menu in the CS which allows you to choose a leaf texture, I
just ignore it since it doesn't seem to do anything. Add multiple
texture in the CAD yourself if you're interested in a little variety.
The real pain is that SpeedTree Lite also doesn't allow for the
placement of collision blocks. I've got the Max plugin, so i've thought
about importing the .spt and seeing if I can add a 3DS collision block,
and re-export... only problem is that I've never modelled in max before
... only other programs.
Have any of you guys played with speedtree collision? There has to be a
better way then just adding CS collision blocks to the base of every
tree
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05.09.2006 21:37 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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Sounds like a project for the nifskope people.
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05.09.2006 23:15 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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I spent the better part of last Saturday trying to figure out how
things were put together in the .spt file. That part isn't horribly
difficult. But what I need now (or have to do muself) is get a 3-piece
.dds file the size of Beth's originals. If that works in-game, and
looks decent, I can just put a collision cylinder in the tree trunk.
Heh, I could just stick a Beth rock inside and no-one would notice. |
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21.09.2006 18:00 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 788
Location: Ireland
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Hmm, well I sorry for the necro. But I still have these trees, and also
know exactly how to get them in textures and all. Any takers?
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15.04.2008 21:56 |
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windsurfer
First Knight
Registration Date: 03.10.2006
Posts: 115
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I agree with Morden I can walk through all my Custom trees (glad its no
just my problem). Maybe FLESH you can now sort this out for me
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17.04.2008 10:03 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 788
Location: Ireland
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Alasdair: Ok then. I'll import them into the CS and send you an ESP with the appropriate files?
Windsurfer: That's wierd, in the CS click to display collision and tell me if a bubble appears around the trunk.
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17.04.2008 19:01 |
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windsurfer
First Knight
Registration Date: 03.10.2006
Posts: 115
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Sorry didn't make the edit easy to see.
I created 1 type of tree from scratch and this has collisions. I then
opened a Vanilla tree (Texture- 1 big, 2 small) and just edited it to
to be more jungle like changed the truck texture to a custom one and
re-saved. Then applied a custom 3 piece texture in the CS. These are
the ones which dont have any collisions. |
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18.04.2008 10:04 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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quote: |
Originally posted by FLESH
Alasdair: Ok then. I'll import them into the CS and send you an ESP with the appropriate files? |
Sounds good, can't wait to get my hands on them.
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18.04.2008 14:57 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 788
Location: Ireland
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There's around 5 trees, I'll try and get them to you before the end of the weekend
Windsurfer: I'll PM you about it
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18.04.2008 17:47 |
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