Game Development Community

130+ model tree pack

by Matthew Jones · in Game Design and Creative Issues · 01/07/2005 (8:01 pm) · 124 replies

Download Sharp_Tree_Pack

The commercial license can be purchased here:
www.matthewcjones.com/Payment

Thanks again for your support.

UPDATE:: I have added about 60 more models for Commercial license holders. So if you have been interested in purchasing a Commercial Now is the time or if you are holder of the license feel free check them out. Some of the models include bush's, grass and vines.

Also all the models are now availible in DTS,MAX and 3ds.
Have a good one.

Matthew Jones
#81
12/28/2006 (6:26 am)
Any news on the TSE versions of these tree ? I am interested on the commercial licence but I won't go for it if they don't work for TSE out of the box. I am not an artist and don't have the tools to convert.
#82
12/28/2006 (6:32 am)
They should work on TSE... I don't think the dts file format stuff has changed in TSE...

It would just be a case of setting up a material.cs file and bump/normal maps as well.
#83
12/28/2006 (7:33 am)
Ok, I am just out of a bad case of flu and still not 100% so that explain why I spend 2 hours trying to get this to work and not realise that I pointed the material texture to the wrong directory. :((

So yes with material that work. Here is simple working material :

new Material(Cyprus_Cedar)
{
   mapTo = Cyprus_Cedar ;
   baseTex[0] = "~/data/shapes/tree/Cyprus_Cedar";
   translucent = true;   
};


Now trying to fix the case of the trunk being draw after the foliage. Hope that does not require different SORT in the dts export.
#84
12/28/2006 (7:42 am)
I can set you up a material.cs file that works. I might even be able to set you up a a custom HLSL shader. But the biggest (And I'll check again) is TSE didn't support transperancies very well last time I tried. Didn't seem to be a priority for GG at the time. I can't imagine why.
The pack doesn't come with any Normal Maps. I was working on another pack of new stuff but the transperency thing got in my way.

I look into it again and see whats up.

Matt
#85
12/28/2006 (7:55 am)
Yes it work with MS4 head, the transparency work but >>the trunk<< is drawn after foliage so it show fully. I am trying some more. But if you have a good material setup or shader I will be glad.
#86
12/28/2006 (8:03 am)
I don't follow you. How is the transperency drawn after the foliage, The foliage is the transperant object?

I just got the MileStone4 ,I'll try to get somthing figured out by tommorrow.

Matt
#87
12/28/2006 (9:37 am)
Sorry I corrected the post, the Trunk is draw after the foliage.

I could correct this by using the following :

new Material(Cyprus_Cedar)
{
   mapTo = Cyprus_Cedar ;
   baseTex[0] = "~/data/shapes/tree/Cyprus_Cedar";
   translucent = true;
   translucentBlendOp = LerpAlpha;
   translucentZWrite = true;
   alphaRef = 20;
};

But it's still not perfect, so leak when the foliage is drawn over the trunk. Maybe a TSE bug ?
#88
12/29/2006 (8:28 am)
That doesn't even work for me, all I get is a shape that won't show up.

Really according to the docs, and one of the examples in Data/Shapes/test folder, the way your supposed to use "MapTo=" is your map to the sub shape. In the case one of my trees Sharp_Oak01 the shader should technically look like this...
new Material(Trunk)
{
   mapTo = Trunk; // Maps the trunk with a solid material
   baseTex[0] = "Oak_Main";  
};

new Material(Top)
{
   mapTo = Top;
   baseTex[0] = "Oak_Main";
   translucent = true;
   translucentBlendOp = LerpAlpha;
   translucentZWrite = true;
   alphaRef = 20; // I am not sure what this is for
};

new Material(Inner)
{
   mapTo = Inner;
   baseTex[0] = "Oak_Main";
   translucent = true;
   translucentBlendOp = LerpAlpha;
   translucentZWrite = true;
   alphaRef = 20; // I am not sure what this is for
};

new Material(Ffol)
{
   mapTo = Ffol;
   baseTex[0] = "Oak_Main";
   translucent = true;
   translucentBlendOp = LerpAlpha;
   translucentZWrite = true;
   alphaRef = 20; // I am not sure what this is for
};

But I get squat with that. I don't even get errors in the material.cs file. A shape with an ORANGE MATERIAL. So apperantly, unless I am doing somthing unobviously wrong it really doesn't work in a stable fashion.
The project I am working on was using TSE for while but we had to switch engines. Same thing we're getting unstability between machines. Work for some not for others.

I'll keep working on it but I can't make gaurantees.
Sorry
Matt
#89
12/29/2006 (11:55 pm)
Matthew, what you proposed there won't work, because as these are actualy meshes in your shape, they all are covered with same material. If I take the Sharp_Oak01 into ShowTool, I see only 2 materials :

#0 Oak_Main
#1 Oak_Main (translucent)

So with material it's not possible (unless I am wrong) to assign one material to the solid and translucent meshes. You should have used different textures for trunk and foliage for this to happen.


>> That doesn't even work for me, all I get is a shape that won't show up. <<

Just make sure to adap the texture file path in the material, there it's particular to my project. If it's wrong you get no warning and the "no material" texture don't show up, hence a fully transparent tree, (but collision work).
#90
12/30/2006 (7:39 am)
OK I tried that.
I exported a tree names tseoak.dts. Its has 2 texturemaps. Oak_Solid.jpg and Oak_Trans.png.
The shader looks like this:
new Material(Trunk)
{
   mapTo = Oak_Solid
   baseTex[0] = "~data/shapes/tsetree/Oak_Solid";  
};

new Material(Foliage)
{
   mapTo = Oak_Trans;
   baseTex[0] = "~data/shapes/tsetree/Oak_Trans.png";
   translucent = true;
   translucentBlendOp = LerpAlpha;
   translucentZWrite = true;
   alphaRef = 20; // I am not sure what this is for
};

Still comes in orange. The shaders loads. The model loads correct in Showtoolpro. I'm lost as to why it won't look right in game.

Heres the model if you wanna give it a try

Help me get it figured out and running stable and I'll give you a commercial pack. I'll also convert all the models over to what ever we come up with. Maybe even make some normal maps.

Matt
#91
12/30/2006 (10:43 am)
Sorry the link does not work.

try to email it to me directly I will try this evening.

mail it to : cafournier at hotmail.com
#92
12/30/2006 (1:36 pm)
.Ya thats what its like to be a blond you can't even spell your own name. I left the "h" outa my own name.
Works now.

Thanks
Matt
#93
12/30/2006 (2:35 pm)
Ok, I tested.

1st of all you forgot semi-colon after Oak_Solid.

But that did not help much, the tree does not show. I tried a few combination in material but nothing doing.
I suspect a problem with the DTS itself, an exporter problem more than anything else. ShowTool is TGE not TSE so it show good. I suspect the LOD meshes, you generated only the max (100).

Otherwise no idea sorry I can't realy help much with exporter, that's outside of my area of competence. I would suggest you try to re-export the DTS with all col lod as in original shape.

Here is the material as I see it to be according to the naming shown in ShowTool :

new Material(Oak_Solid)
{
   mapTo = Oak_Solid ;
   baseTex[0] = "~data/shapes/tree/Oak_Solid";  
};

new Material(Oak_Trans)
{
   mapTo = Oak_Trans;
   baseTex[0] = "~data/shapes/tree/Oak_Trans";
   translucent = true;
   translucentBlendOp = LerpAlpha;
   translucentZWrite = true;
   alphaRef = 20; 
};


I am more than happy to help you here, I like to see your tree working nicely in TSE.
#94
12/30/2006 (3:40 pm)
I don't think its the exporter. I have been using my own version of it for several years now and have had no problems whatsoever with it. The original trees were exported with it. Unless they have changed the format altogether I can't see my exporter being the problem.

Maybe I'll try a copy of the "PRO" (whatever that means) and see if it makes a difference. I just don't like that thing. To much front end.

Matt
#95
12/31/2006 (8:54 pm)
Matt,
Nice trees, and they seem to work fine for me, but I have one suggestion.
The ground point seems to be half way up the tree, so if I "Drop to Ground"
then the tree is half burried.
Is it possible to set the ground point near the bottom?

Mike
#96
12/31/2006 (9:15 pm)
I'll keep that in mind after I fix the problems I am having with TSE.

Matt
#97
03/31/2007 (7:01 am)
How's the TGEA separate textures for translucent and solid work coming along?
#98
04/01/2007 (3:32 pm)
I got it working pretty good but the PINES don't work so good because of (I think) the resolution for the Zbuffer is set too low. I can provide a shader for the tree's if your a commercial owner. Or you can use the above tgea shader for the freebies it works.

Matt
#99
04/01/2007 (5:10 pm)
See, the thing is, the models only have one texture applied to them currently, right? There is no "_Solid" or "_Trans" extension when you modelled them.. so the material definition in theory wouldn't work, would it?

Edit: Exactly what was said here:
Quote:Matthew, what you proposed there won't work, because as these are actualy meshes in your shape, they all are covered with same material. If I take the Sharp_Oak01 into ShowTool, I see only 2 materials :

#0 Oak_Main
#1 Oak_Main (translucent)

So with material it's not possible (unless I am wrong) to assign one material to the solid and translucent meshes. You should have used different textures for trunk and foliage for this to happen.

So only that one Oak you made that has separately textured meshes will work... I was wondering if you had all of them exported with separated textures for separate material definitions correctly. :)
#100
04/17/2007 (8:10 am)
Ehi guys I had the Oak of TGE working in TGEA with this simple material definition

new Material(oak_bark)
{
baseTex[0] = "~/data/shapes/trees/oak_bark";
};
new Material(oak_branch)
{
baseTex[0] = "~/data/shapes/trees/oak_branch";
translucent = true;
};

There is something wrong in it?

For me it works except that when setting on HighDynamicRange lights in the graphic options some part of the branch texture that has to be opaque it look transparent...

Suggestions?

JoZ :)