n11-13-Mis

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FLESH
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Post by FLESH »

Here she be: http://i63.photobucket.com/albums/h134/FLESH_01/TR/SpeedTreeCAD_Lite2008-05-1220-50-08.jpg
http://i63.photobucket.com/albums/h134/FLESH_01/TR/SpeedTreeCAD_Lite2008-05-1217-13-34.jpg Temporary textures, if anyone wants to help me out on the them I'd really appreciate it.
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aro101
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Post by aro101 »

Woot, for Helkori Trees.
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Gez
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Post by Gez »

The base of the trunk should be more mangrove-like, if possible...
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FLESH
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Post by FLESH »

Sadly, no :( That's the best I can do, I can get the shape, but no twisting roots.
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Post by aro101 »

Well, CS and and Speedtree have some limitations... That is what each game or mod developer has to deal with. Sadly, we aren't able to have a base exactly like this. Just get it as close to the concept as you can, Flesh. That will last.
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Post by Gez »

I've got a crazy idea. What about making a static mangrove-like base upon which the speedtree could be placed? (I'm assuming this won't be too bothersome because these trees will have to have statics added to them anyway to get the pods to work.)
[url=http://imageshack.us][img]http://img148.imageshack.us/img148/4025/stemqc2.jpg[/img][/url]

The slant on the static stem is greater than on the actual tree, so that you don't get texture bleeding.
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Post by FLESH »

While we weren't talking about this solution specifically Aro did tell me we can't add things to the mesh. Unless you mean hand place every tree into it. But that is too inefficient and doesn't work with the region editor.
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Post by aro101 »

It would be up to the modders to add such addons. And that can't be that hard, so that actually could work.
PoHa: how can we best this trio of trouble? who will save us from this menace of sub-par models? what will we do?
PoHa: I know! we'll shoot an Aro at them
Aro: you have only one Aro missile!
PoHa: yes, but its heat seeking and quite possibly indestructible

How to do not become a modeller - by Stryker:
[00:13:]Stryker: no tutorial, no no no
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Post by Gez »

FLESH wrote:Unless you mean hand place every tree into it. But that is too inefficient and doesn't work with the region editor.
That's what I meant, and I think it can be done after generation by simply using the "Use Info" thing to find and edit quickly all the trees.

As said, you're not going to be able to put the pods of the pod tree any other ways anyway, since Oblivion's speedtree doesn't support fronds or creepers.

The alternative is to make the tree entirely as a static, in which case they will all have to be handplaced. Bethesda did this for their Shivering Isles mushroom trees. (And then they handplaced the hanging black tar stuff as well under the Dementia mushroom trees and roots.)
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Post by FLESH »

Most of this is over my head, I make the trees, you can use them as you wish, I'm all for it looking as good as it possibly can :)
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Post by FLESH »

Ok, ready for review. Files all in the right directories, includes dead version, don't worry about selecting leaf texture, when you do none will show up for it. Billboards are there also.
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Post by aro101 »

14k of polies is a bit too much... Could you reduce it a bit? The dead one is ok though :)
PoHa: how can we best this trio of trouble? who will save us from this menace of sub-par models? what will we do?
PoHa: I know! we'll shoot an Aro at them
Aro: you have only one Aro missile!
PoHa: yes, but its heat seeking and quite possibly indestructible

How to do not become a modeller - by Stryker:
[00:13:]Stryker: no tutorial, no no no
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Post by FLESH »

I thought you might say that, I reduced it down from 29k (which it was in the original pics) and I'm not sure how much lower I can go, what's an acceptable poly count for this tree (consider it has a complex structure).

EDIT: Dumb me, I forgot to put the more optimized version into the archive, it's basically the dead one but with leaves and a tad more branches, but polies are at 8.9 k. Here it is.
Attachments
TR7.rar
(3.78 KiB) Downloaded 64 times
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Post by FLESH »

Finished. Added latest version with optimized tree.
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Post by aro101 »

(submitting spam)
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Lady Nerevar
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Post by Lady Nerevar »

for some reason this tree causes the CS to crash. anyone want to test it and see if the error persists on your end?
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Post by PoHa! »

Lady Nerevar wrote:for some reason this tree causes the CS to crash. anyone want to test it and see if the error persists on your end?
Hi people!

No errors here. Collision was off when the tree was imported into the CS, though (too large, looks like it's trying to take the size from the flares?). The top of the trunk was also 'open' which may or may not be an issue. Dunno if it was supposed to have custom textures either; if so, only vanilla ones were included... oh wait. Why don't I just read the description?

[Reads...]

[Looks at the tree in speedtree]

Okey, the "stem" (trunk?) is actually rather round on this tree. A few more polies could probably be allocated to the length section (right now its at 2) and perhaps a few skimmed from the cross-section (now at 20); that'll give it a more natural looking bendiness.

Definately need to take some polies off the first generation of branches. Before them, its at 86 polies. After just the first branches are added, it jumps to 3,386 polies. The cross-section on it is 7, when 4 would probably suffice; would cut out a good 1k.

Also, I believe flesh looked at the "Branch" polies instead of the total polies, which is closer to 11k... unless he was in fact, referring to the dead one.

Finally, that leaf is a terrible reference; it would take someone a decent amount of work to make it into a workable cluster of speedtree leaves, and asking a modeller to do that and make the tree is a bit much, IMO.
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Lady Nerevar
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Post by Lady Nerevar »

so... it needs to be redone? sending back.

thanks for the review PoHa :)
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Post by Thrignar Fraxix »

can we revoke this then? or is FLESH still interested in this?
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Post by Lady Nerevar »

last call for this claim FLESH

(also applies to 11-15)
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