mikebart@Posted: Mon May 07, 2007 3:27 am :
Image Image Image

In the .rar theres 3 .ase's;
1. poplar_base: tree with trunk and branches (no foliage)
2. poplar_foliage
3. poplar_full: tree model with full foliage

the poplar_full model is about 240tris.
You can add the 'poplar_foliage' model to the 'poplar_base' multiple times to create many tree variants.
Ill probably update it with vertex shadows eventually and any suggestions and critique are welcome.

Feel free to edit the models and textures, you should be able to make a variaty of different trees with it, I dont mind what you do with it as long as you make it available for others to download.

download tree



6th Venom@Posted: Mon May 07, 2007 11:02 am :
Really cool! Thanks.



Sebultura@Posted: Mon May 07, 2007 11:15 am :
Wow, great stuff ! Thanks for that !



Kristus@Posted: Mon May 07, 2007 11:36 am :
Nice stuff.



Bo$bevok@Posted: Mon May 07, 2007 11:55 am :
looks cool, that esnips place won't let me create an account so i cant dl it...any chance of uploading somewhere else?



mikebart@Posted: Mon May 07, 2007 12:15 pm :
Are you sure you have to create a new account? it seems to work ok when I sign out.



Bo$bevok@Posted: Mon May 07, 2007 12:40 pm :
nope, when i click download it says please sign in



6th Venom@Posted: Mon May 07, 2007 2:57 pm :
Bo$bevok wrote:
nope, when i click download it says please sign in

Huh, i didn't...



BlackArmsShadow@Posted: Mon May 07, 2007 3:25 pm :
Click the button, rather than the big download thing.

Also, very nice trees! I could definitely make use of these. Thanks!



Gripper666@Posted: Tue Jul 29, 2008 2:52 am :
it looks like a great tree, i tried copying it to my doom 3 models folder but theres a problem in the editor, it shows up all black like its not finding the textures, where exactly do i put the files so the textures show up?



mikebart@Posted: Thu Jul 31, 2008 9:29 am :
sorry about that, Ive made a pretty shitty job of distributing this tree, I probably should have made it a bit easier to use and put it all in a .pak file. :wink: .

heres the material,

Code:
textures/tree_foliage01
{
   noShadows
   twosided
   nonsolid
   noimpact
   
   {       
       blend   diffusemap
   map   textures/tree_foliage01_d.tga
   alphaTest 0.6
   vertexcolor
   }     
   bumpmap         textures/tree_foliage01_local.tga
   specularmap      textures/tree_foliage01_s.tga
   {       
       blend   diffusemap
   map   _black
   inversevertexcolor
   }   

}

textures/tree_branches01
{
   noShadows
   twosided
   nonsolid
   noimpact
   
   {       
       blend   diffusemap
   map   textures/tree_branches01_d.tga
   alphaTest 0.6
   vertexcolor
   }     
   bumpmap         textures/tree_branches01_local.tga
   specularmap      textures/tree_branches01_s.tga
   {       
       blend   diffusemap
   map   _black
   inversevertexcolor
   }   

}

textures/tree_bark01
{
       diffusemap       textures/tree_bark01_d.tga   
       specularmap      textures/tree_bark01_s.tga     
       bumpmap          textures/tree_bark01_local.tga 
}


you're going to want to change the material targets in the .ase's aswell to point at these materials.



Gripper666@Posted: Mon Aug 04, 2008 9:41 am :
Thanks, i got it to show up properly in game now & it looks great! :)

also where did you get your skybox in the screenshots? it looks great too.



Vladch@Posted: Mon Aug 04, 2008 11:58 am :
It seems that the foliage doesn't draw any shadows from the look of your screenshots. Is that really the case or are the screenshots of a previous version, because I had the same problem when I tried to create my own (rather ugly) trees.



mikebart@Posted: Mon Aug 04, 2008 11:04 pm :
Doom3 wont draw alpha stencil shadows at all, there are a few ways you can fake it, LDash has some good ideas in regard to that among other things, have a look here: viewtopic.php?f=2&t=21149



Alternate@Posted: Wed Aug 06, 2008 4:13 pm :
Wait, what? ASE's with multiple materials? Is this Q4 exclusive or does it work with D3 too?



mikebart@Posted: Wed Aug 06, 2008 11:12 pm :
yeah, and in doom3.
Each material has to be isolated to one object, If you have for example a blinn shader in max with diff, spec and bump, you should make sure that when you export your models that the spec and bump are un-checked, and that only the materials you want to export are active in the scene.

I usually merge only the bits im exporting into a new .max file to make sure I only export the materials that I want, especially if I have a whole lot of other models with their own materials in the scene, or if you're really clever you can edit the material section of code in the .ase, and get rid of all the unwanted materials, I often screw that up though :).

you're much better off having as few materials as you can, having textures that share the same material attributes e.g;
texture 1: alphatested
texture 2: alphablend
texture 3: regular shader

this tree isnt really the best example of that though. :oops:



OC_Klonsemann@Posted: Sat Sep 13, 2008 4:06 pm :
Cool, THX.



mikebart@Posted: Mon May 07, 2007 3:27 am :
Image Image Image

In the .rar theres 3 .ase's;
1. poplar_base: tree with trunk and branches (no foliage)
2. poplar_foliage
3. poplar_full: tree model with full foliage

the poplar_full model is about 240tris.
You can add the 'poplar_foliage' model to the 'poplar_base' multiple times to create many tree variants.
Ill probably update it with vertex shadows eventually and any suggestions and critique are welcome.

Feel free to edit the models and textures, you should be able to make a variaty of different trees with it, I dont mind what you do with it as long as you make it available for others to download.

download tree



6th Venom@Posted: Mon May 07, 2007 11:02 am :
Really cool! Thanks.



Sebultura@Posted: Mon May 07, 2007 11:15 am :
Wow, great stuff ! Thanks for that !



Kristus@Posted: Mon May 07, 2007 11:36 am :
Nice stuff.



Bo$bevok@Posted: Mon May 07, 2007 11:55 am :
looks cool, that esnips place won't let me create an account so i cant dl it...any chance of uploading somewhere else?



mikebart@Posted: Mon May 07, 2007 12:15 pm :
Are you sure you have to create a new account? it seems to work ok when I sign out.



Bo$bevok@Posted: Mon May 07, 2007 12:40 pm :
nope, when i click download it says please sign in



6th Venom@Posted: Mon May 07, 2007 2:57 pm :
Bo$bevok wrote:
nope, when i click download it says please sign in

Huh, i didn't...



BlackArmsShadow@Posted: Mon May 07, 2007 3:25 pm :
Click the button, rather than the big download thing.

Also, very nice trees! I could definitely make use of these. Thanks!



Gripper666@Posted: Tue Jul 29, 2008 2:52 am :
it looks like a great tree, i tried copying it to my doom 3 models folder but theres a problem in the editor, it shows up all black like its not finding the textures, where exactly do i put the files so the textures show up?



mikebart@Posted: Thu Jul 31, 2008 9:29 am :
sorry about that, Ive made a pretty shitty job of distributing this tree, I probably should have made it a bit easier to use and put it all in a .pak file. :wink: .

heres the material,

Code:
textures/tree_foliage01
{
   noShadows
   twosided
   nonsolid
   noimpact
   
   {       
       blend   diffusemap
   map   textures/tree_foliage01_d.tga
   alphaTest 0.6
   vertexcolor
   }     
   bumpmap         textures/tree_foliage01_local.tga
   specularmap      textures/tree_foliage01_s.tga
   {       
       blend   diffusemap
   map   _black
   inversevertexcolor
   }   

}

textures/tree_branches01
{
   noShadows
   twosided
   nonsolid
   noimpact
   
   {       
       blend   diffusemap
   map   textures/tree_branches01_d.tga
   alphaTest 0.6
   vertexcolor
   }     
   bumpmap         textures/tree_branches01_local.tga
   specularmap      textures/tree_branches01_s.tga
   {       
       blend   diffusemap
   map   _black
   inversevertexcolor
   }   

}

textures/tree_bark01
{
       diffusemap       textures/tree_bark01_d.tga   
       specularmap      textures/tree_bark01_s.tga     
       bumpmap          textures/tree_bark01_local.tga 
}


you're going to want to change the material targets in the .ase's aswell to point at these materials.



Gripper666@Posted: Mon Aug 04, 2008 9:41 am :
Thanks, i got it to show up properly in game now & it looks great! :)

also where did you get your skybox in the screenshots? it looks great too.



Vladch@Posted: Mon Aug 04, 2008 11:58 am :
It seems that the foliage doesn't draw any shadows from the look of your screenshots. Is that really the case or are the screenshots of a previous version, because I had the same problem when I tried to create my own (rather ugly) trees.



mikebart@Posted: Mon Aug 04, 2008 11:04 pm :
Doom3 wont draw alpha stencil shadows at all, there are a few ways you can fake it, LDash has some good ideas in regard to that among other things, have a look here: viewtopic.php?f=2&t=21149



Alternate@Posted: Wed Aug 06, 2008 4:13 pm :
Wait, what? ASE's with multiple materials? Is this Q4 exclusive or does it work with D3 too?



mikebart@Posted: Wed Aug 06, 2008 11:12 pm :
yeah, and in doom3.
Each material has to be isolated to one object, If you have for example a blinn shader in max with diff, spec and bump, you should make sure that when you export your models that the spec and bump are un-checked, and that only the materials you want to export are active in the scene.

I usually merge only the bits im exporting into a new .max file to make sure I only export the materials that I want, especially if I have a whole lot of other models with their own materials in the scene, or if you're really clever you can edit the material section of code in the .ase, and get rid of all the unwanted materials, I often screw that up though :).

you're much better off having as few materials as you can, having textures that share the same material attributes e.g;
texture 1: alphatested
texture 2: alphablend
texture 3: regular shader

this tree isnt really the best example of that though. :oops:



OC_Klonsemann@Posted: Sat Sep 13, 2008 4:06 pm :
Cool, THX.