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kingevil
Inactive ST modder


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I got the tree ingame. The correct spt file will be attached with my islands.



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''ceci n'est pas une fiction''-RTBF

''On a scale of importance from one to ten I think it's fair to say that breathing rates about a 9.7 or 9.8. Maybe even a little higher. It's up there with "having a beating heart" and "not being on fire.''-SA
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Arbiter
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quote:
Originally posted by kingevil
I got the tree ingame . The correct spt file will be attached with my islands .


Wohoo! Very cool looking. Good job!

Imagine a forest of those with otherworldly light. :D

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kingevil
Inactive ST modder


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Registration Date: 20.07.2006
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Location: belgium

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quote:
Originally posted by Arbiter
quote:
Originally posted by kingevil
I got the tree ingame . The correct spt file will be attached with my islands .


Wohoo! Very cool looking. Good job!

Imagine a forest of those with otherworldly light. :D
credit or that one goes to walrus . I only got it ingame .

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''ceci n'est pas une fiction''-RTBF

''On a scale of importance from one to ten I think it's fair to say that breathing rates about a 9.7 or 9.8. Maybe even a little higher. It's up there with "having a beating heart" and "not being on fire.''-SA
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Arbiter
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I just said it looks cool. :D

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07.11.2006 20:27 Arbiter is offline Send an Email to Arbiter Search for Posts by Arbiter Add Arbiter to your Buddy List View the MSN Profile for Arbiter
FLESH
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Registration Date: 23.06.2006
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Looking very cool Good job! Great work walrus, and thanks for getting it ingame KingE =)
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Mormacil
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Looking good
07.11.2006 20:29 Mormacil is offline Send an Email to Mormacil Search for Posts by Mormacil Add Mormacil to your Buddy List View the MSN Profile for Mormacil
walrus
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Registration Date: 06.03.2006
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I'm glad everyone likes it. I wasn't expecting it to look quite so nice myself. Thanks for getting it in game kingE. I'll get those mangroves to you at some point but it will take me a while since the polygon count is still way, way too high and don't have too much time to work on it for the next couple of days.
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walrus
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Alright I think I have another rainforrest tree that might work but the mangrove trees are still taking way to many polygons. The problem is that since their branches hand down at a level where the player can see them u[ close they have to have a higher polygon count so that they look good. Also since the idea is that they form a tightly nit mesh of roots I have to make many many high poly branches which means I have many many many polygons. There are several possible solutions I'm looking into but we'll see how things turn out.

What does everyone thing about this tree:


Its not based on anything I just thought it might work to diversify. What all of you think?

This post has been edited 1 time(s), it was last edited by walrus: 10.11.2006 01:04.

09.11.2006 23:54 walrus is offline Send an Email to walrus Search for Posts by walrus Add walrus to your Buddy List
FLESH
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Looks good, but what is that branch doing just jutting out like that? Hoe many polys is it currently? (mangrove).
10.11.2006 09:11 FLESH is offline Send an Email to FLESH Search for Posts by FLESH Add FLESH to your Buddy List AIM Screen Name of FLESH: ArthurMotruk View the MSN Profile for FLESH
walrus
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I'm not sure about the branch I'll try to fix that. As for the poly count its 17000 but that is down from 32000 and I'm still trying to lower it.
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raggidman
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del

This post has been edited 1 time(s), it was last edited by raggidman: 19.04.2008 17:50.

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walrus
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quote:
Originally posted by raggidman
Your mangrove has made me think - can you use root patterns for branches and then bug leaves on them to Speedtree more flexible and different branch structures?

I'm not entirely sure what you mean. My idea was to have the branches hang down like roots and then create a leaf that looks like the hair on roots. That way they will have a nice swampy/tropical natural feel to them.
Unfortunately I'm thinking the mangroves may have to be modeled by hand since I don't think that Speedtree can do anything quite like them. I'll draw up a complete concept and see what other people think.

newtree1 Uses default bark and leaves
New Tree 2 Uses the BradfordPearBark and the AmurCorkLeaves

This post has been edited 4 time(s), it was last edited by walrus: 10.11.2006 23:01.

10.11.2006 17:25 walrus is offline Send an Email to walrus Search for Posts by walrus Add walrus to your Buddy List
FLESH
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Yeah, just edit a couple of things and that should be it. I can have a look if you don't know how to do it Walrus?
12.11.2006 13:47 FLESH is offline Send an Email to FLESH Search for Posts by FLESH Add FLESH to your Buddy List AIM Screen Name of FLESH: ArthurMotruk View the MSN Profile for FLESH
walrus
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I've already got the cross section and length of the branches really low and the trunk similarly has a low cross section and length count. Is there something else I can do to lower the poly count.

I may be unable to mod for a while since I've had HD problems and may end up needing to reformat.

This post has been edited 1 time(s), it was last edited by walrus: 12.11.2006 23:02.

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Durdain
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Registration Date: 15.08.2006
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Thats a shame, how long would a reformat take?

Dont stay away to long! =)
12.11.2006 23:18 Durdain is offline Send an Email to Durdain Search for Posts by Durdain Add Durdain to your Buddy List View the MSN Profile for Durdain
FLESH
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quote:
Originally posted by Durdain
Thats a shame, how long would a reformat take?

Dont stay away to long! =)


Indeed, it was not the same without you for all that time =)
13.11.2006 18:57 FLESH is offline Send an Email to FLESH Search for Posts by FLESH Add FLESH to your Buddy List AIM Screen Name of FLESH: ArthurMotruk View the MSN Profile for FLESH
walrus
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HD troubles are temporarily solved although I should do a clean install of windows at some point over the next couple weeks.
Flesh, I'll post the mangroves if you want to have a look at them but the polygon count will be tough to reduce.
13.11.2006 22:07 walrus is offline Send an Email to walrus Search for Posts by walrus Add walrus to your Buddy List
FLESH
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17K Is just fine (thats what it was, correct?).
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walrus
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Yeah it was about 17K. That seems a bit high to me but you know better. I still want to add that root hair leaf to it though.
Here is the mangrove tree, just use a stock speedtree or oblivion texture until I can figure out my idea for root leaves.
http://rapidshare.com/files/3398772/Mangrove3.spt.html

This post has been edited 4 time(s), it was last edited by walrus: 15.11.2006 02:07.

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windsurfer
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So how are the trees coming along, any updates as these are one of the most important parts to this mod.

This post has been edited 1 time(s), it was last edited by windsurfer: 14.12.2006 21:28.

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walrus
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I've been away from my computer but I'll be back in about a week so hopefully I'll make some progress then. Can't wait to have all the trees and statics in the CS so I can make an awesome city.
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raggidman
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Lookin forward to sein you back! Pleased
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walrus
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I'm really looking forward to getting back to my computer and creating some new tree models. Also can't wait add some trees and do some environment building in southpoint.
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walrus
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I was thinking that having some static flora pieces would be really usefull. For instance root models and branch models would be quite useful so that they could come out from between stones.
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FLESH
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Vanilla OB has root models, they are seen in caves and dungeons. The flowers and various plants we could use, the more unique everything looks the better. Which brings me to a question, how many OB plants would be common around the Valenwood area? Hmm, something that should be checked out.
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Mormacil
Herma-Mora the Woodland Man


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We only got 2 neigthbours, Cyrodiil and Elsewyr Wink So just an agreement with Elsewyr. Ok and well we could use plants from Summerset Isle, but hey that isn't a BC project anymore Tongue
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Demayetay
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Treees! Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Now I dont really know how to make objects that move... but I love trees... what if I drew some concepts (I can run and just do that now) posted them here, and see which ones you guys liked? Then you can give me a go ahead (if you like any) and I can get started... Only issue is that I don't know how to add leaves (i know its like one or two polygons with a 2D texture) or get that swaying effect. If you know how to do that in Blender or can do it with the blender file I make, tell me :) i'll e-mail the blender files to you when i'm done.

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I don't have a lot of experience in 3D modeling, but I am artistic. If you got any requests for fairly simple models I'll give it a shot. Specifics and reference images also help. I use blender.
28.03.2007 01:10 Demayetay is offline Send an Email to Demayetay Search for Posts by Demayetay Add Demayetay to your Buddy List
Mormacil
Herma-Mora the Woodland Man


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Trees are made with Speedtree, and I so hope we'll use some freaky trees from SI :D
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walrus
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Click Me
29.05.2007 23:04 walrus is offline Send an Email to walrus Search for Posts by walrus Add walrus to your Buddy List
Mormacil
Herma-Mora the Woodland Man


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The point of that lovely thumbnail? Tongue
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walrus
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I just thought that linking to the book might inspire people to make tree models. I mean the book is filled with amazing pictures of trees. Look how small the guy in that picture is.
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raggidman
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Hey, great find Walrus! =)
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Mormacil
Herma-Mora the Woodland Man


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Ah, but I got some great botany books here myself Wink
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OblivionMon
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How can one come to possess SpdTree? Cool
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Mormacil
Herma-Mora the Woodland Man


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Money, Speedtree does not support palmtrees, at least no the version used for Oblivion Frown But remember everything that cost money can be found for free on the interent Tongue
30.05.2007 10:49 Mormacil is offline Send an Email to Mormacil Search for Posts by Mormacil Add Mormacil to your Buddy List View the MSN Profile for Mormacil
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Silgrad Tower: Oblivion » Beyond Cyrodiil » Valenwood » Valenwood Development » Valenwood Visual Dev. » Just Plain Tree Models Thread