• There seems to be an uptick in Political comments in recent months. Those of us who are long time members of the site know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religious comments out of the forums.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politician will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment among members. It is a poison to the community. We appreciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

Making Gmax Trees...

Blood_Hawk23

Charter Member
Hey all,

Over the last week I've been trying to make some trees. I wanted to make them like Lindsay's and MR's. What I've been wanting is a large group of trees for GSL placement. Something simular to Wolfi's.

With Allen's help I have been able to make them. Allen was able to get the coding required to make it all work. He also helped me figure out how to apply it to more then one object at a time.

As of right now I'm trying to get higher res images. I've found that most of the stock and freeware treesheets lack detail. I'm working on that issue.

I hope to get a detailed "How To" finished real soon. With this you'll be able to make a 2 poly object that will always face the players. So it will work with any image you want and with more than one.

For now if anyone working in Gmax wants the basics just PM me and I'll send what Allen and I have been working on so far.


Guis,

This would help your Euro buildings. It would reduce the poly count of your trees by half. Actually more than that. Your current trees use 8 polys. These will use 2. Though to get the finished model your work load will be increased a little bit. I'll send you an email so you can see the difference.


I'll get some pics real soon.

Till Later,
John
 
The code isn't mine but a guess using Rotate to user (ASM tweak). http://www.fsdeveloper.com/wiki/index.php?title=Rotate_to_user_(ASM_tweak) The prob is this says to change the .asm but the code from Robert John's Making Exploding Objects in Gmax for CFS2.rtf (I use the same code for my CFS2_Exploting_Objs_Using_****) don't use the .asm

You have edit the _0.asm and use the Fs2004 gamepack tweek that says to change BGL_CALL_32 to SPRITE_VICALL. Than add the , 0, 0, 0, 0, 0, 0, 0, 1, 0 as shown in the both FS2002 and FS2004 tweeks.

The change is quite simple. Befor you export out of gMax make sure the Y axis is facing UP. The tree or trees of you make a cluser will rotate on the Y axis to face the player. FSDS users I don't don't know what axis will be used so you may have to test things fo find the right axis. If you make a cluser of tress do NOT attach all of the trees to the main tree in at the center.

Export the object like nomal using any of my CFS2_Exploting_Objs_Using_**** set ups. Now the new step! Before you run the Make my object.bat go to the CFS2_Exploting_Objs_Using_**** folder and find the Myobj_0.asm in the folder and do like shown below to all BGL_CALL_32 found in the Myobj_0.asm (if you want to damaged/destroyed version of the object to roate the same do the same to the Myobj-d_0.asm)

Change

BGL_CALL_32 Myobj_*gMax_NAME*_1

To

SPRITE_VICALL Myobj_*gMax_NAME*_1, 0, 0, 0, 0, 0, 0, 0, 1, 0

When changes are done save the changes to the _0.asm and run the Make my object.bat like normal.
 
textures...

I have 4 new textures that I'm going to use. Right now they are in 1024x1024.

bh_birchsm1.jpgbh_oak1.jpgbh_oak2.jpgbh_pinesm1.jpg

There is a small birch, med and large oak and a small pine. I have the bmps with alphas and the 256 for gmax.

I'll get some screenies when they are in gmax.


Allen,
It might not be your code but you helped to get it implimented into our project. Couldn't have done it without your help.
 
screenies...

here are a couple screen shots.

trees-gmax.jpg

trees1-gmax.jpg

Allen,
I have a bit of a problem, its too dark. I've checked the textures. They are fine. I think that it might be the model. I'll send you a copy.
 
are you talking about in the material? is it the self lumination?

next question... what shade should I use?

Ok just added.

RGB
44,44,44
 
Convert one of the flat trees that are working right to gMax and check it's Material settings.
 
I spent a few hours hitting my head but have no idea why the tress are so dark.
 
To get better frame rates, which distance they show up?

Good job by the way!
Cheers
Mario:encouragement:

About 10,000 feet which is the standard distance. Though if you'd like I can make it so they will only show if your setting are on extreamly dense.

Allen,

Still no luck. Do you think the DTX3 format could be the problem?
 
Gents,
Just a couple of ideas. In Gmax remove the material shine effect/colour etc completely, and see if that lets you texture it lighter.

Or how about an alpha channel that makes it very slightly see-through, which may give a lighter effect.

Shessi
 
Allen,

I sent you a message on the moving on the wrong axis issue. If you change the pivot to be aligned with world then it works fine.

ok here is some thing. you know how we alway set a model to be viewed from the back. what if we set it to front and let the pivot as is. I'm going to try it and see what happens. I think its always turn the wrong way when we use the code.

I have a couple other things to try. but i'm running out of ideas and fast.
 
Back
Top