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Trees!
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handless
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Joined: 11 Jan 2005
Posts: 274

PostPosted: Wed Apr 27, 2005 8:34 am    Post subject: Trees! Reply with quote

My first attempt at trees!



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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Wed Apr 27, 2005 9:42 am    Post subject: Reply with quote

Good stuff! I think it's a good base to start with. Make more branches and slightly larger leaves and you're done. But then again, i'm not a modeller... Wink

I once saw an entire branche+leaves being simulated by one large polygon. The entire tree was made out of only a few dozen polygons. Maybe that's a good way to go here too?
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handless
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Joined: 11 Jan 2005
Posts: 274

PostPosted: Wed Apr 27, 2005 9:56 am    Post subject: Reply with quote

Hmm, I wonder how you would go about doing that with DeleD..
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Jobyman
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Joined: 21 Oct 2004
Posts: 42

PostPosted: Wed Apr 27, 2005 1:20 pm    Post subject: Reply with quote

thats one scary tree Smile I like the model but it shouldn't be so...bent

Jeroen, do you mean that they used a texture rather than a model? it's the way trees used to be done to save polys, nowadays its not an issue but back in the day the trees would have like 2 intersecting plains with textures of leaves
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Paul-Jan
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Joined: 08 Aug 2004
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PostPosted: Wed Apr 27, 2005 1:42 pm    Post subject: Reply with quote

Well, modern games still use alpha-textures for the shape of the leaves.
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handless
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Joined: 11 Jan 2005
Posts: 274

PostPosted: Wed Apr 27, 2005 9:00 pm    Post subject: Reply with quote

Quote:
thats one scary tree I like the model but it shouldn't be so...bent


I like it bent, gives it character. Wink

This won't be the last, I have to make several more...
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Brian
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Joined: 24 Mar 2005
Posts: 98

PostPosted: Fri Apr 29, 2005 12:13 pm    Post subject: Reply with quote

I think the tree looks great, however, I think that it was created using single poligons. If I am right, to generate enough branches and leaves to create a complete tree would make the model to big to use on the internet.

Most tree generating programs use an alpha image to lessen the overheads for internet downloads.

Unfortunately, I hav not yet been able to successfully create an alpha in Deled. Mainly because Delet does not support 32 bit images such as TGA or PNG. Please correct me if I am wrong, but all I can get into the meterial editor are JPG images.

I have been creating my models in Deled and exporting them in a .x format and importing them into gile[s]. There I can use any texture format I want and create transpancy on any object I choose.

I hope that Deled will soon be able to do the same, because to move from one program to another is not convenient.

Kind regards Brian. Laughing
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Fri Apr 29, 2005 12:42 pm    Post subject: Reply with quote

Jobyman wrote:
nowadays its not an issue
It will always be an issue.


Nice trees. Very Happy
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handless
DeleD PRO user


Joined: 11 Jan 2005
Posts: 274

PostPosted: Sat Apr 30, 2005 1:03 am    Post subject: Reply with quote

Brian wrote:
I think the tree looks great, however, I think that it was created using single poligons. If I am right, to generate enough branches and leaves to create a complete tree would make the model to big to use on the internet.



Ya, thats why I didn't make any more then 14 branches, the poly count would be way to high. Its not exactly low with that tree ethier. =/ From now on I'm just going to use alpha-textures, for this kind of stuff. Saves on the frame rate to.
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Brian
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Joined: 24 Mar 2005
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PostPosted: Sun May 01, 2005 12:50 pm    Post subject: Reply with quote

Hey Handless. Just a sugestion, after you create your world in deled, export it as a Direct x file and import it into Gile[s]. Then you can create your own trees using alpha images. I would suggest that you use Gile[s] to lightmap if you intend using the Ogre Exporter at this point in time.

Kind regards Brian.
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Paul-Jan
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Joined: 08 Aug 2004
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PostPosted: Sun May 01, 2005 7:46 pm    Post subject: Reply with quote

I don't second that last suggestion. If you don't generate giant lightmaps like Brian did you should be fine Very Happy

About alpha-texturing support, it's on the DeleD 1.3 todo-list (which isn't that far away, as 1.2 is about to get shipped). Until that time, you might indeed be best of doing your alpha-texturing in a different program, like Gile[s], Milkshape, UVUnwrap etc.
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handless
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Joined: 11 Jan 2005
Posts: 274

PostPosted: Sun May 01, 2005 9:13 pm    Post subject: Reply with quote

Paul-Jan wrote:
I don't second that last suggestion. If you don't generate giant lightmaps like Brian did you should be fine Very Happy


Hehe, Gile[s] would be nice for global lumination, but I have to buy it in order to save. Sad
Plus I just figured out how to use LightNodes efficently in Irrlicht, so no need for gile[s].

Anyway, on the subject of alpha-textures, Irrlicht supports that to, all i gotta do is make a .bmp with a black background and set it transparent. Thanks for the suggestion though. Smile
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Brian
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Joined: 24 Mar 2005
Posts: 98

PostPosted: Mon May 02, 2005 10:21 am    Post subject: Reply with quote

OK.After getting my act together, which is Australian for having worked through some issues, here is my latest scene.



This was totally created in Deled.



This is how it looks in Blink3D after rewriting the material script to create transparancy and reflection.

Kind regards. Brian.

Laughing
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granada
Team member


Joined: 07 Aug 2004
Posts: 1955
Location: England

PostPosted: Mon May 02, 2005 10:30 am    Post subject: Reply with quote

Nice look to this Brian,could do with some larger pics Very Happy

dave
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Brian
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Joined: 24 Mar 2005
Posts: 98

PostPosted: Mon May 02, 2005 11:43 am    Post subject: Reply with quote

Hi Dave. If you have the latest version of Blink3D from Pelican Crossing, you may want to look at it in immersive 3D. Try the following link.

http://www.freewebs.com/int3dworlds/DeledCave.html

Let me know if you get it. It is much better viewing it here than just pics.

Kind regards Brian Laughing
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