MegaGlest Forum
Modding and game content creation => Tools => Topic started by: Trappin on 28 November 2010, 00:45:21
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Is it possible to use this rendering tool for Glest tree modeling? import/export to glest?
Edit: the app download is hosted at https://archive.org/details/treed
The developer of tree[d] has approved CC-BY-SA licensing for models generated by this program for Glest tilesets.
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Is it possible to use this rendering tool for Glest tree modeling? import/export to glest?
http://www.frecle.net/index.php?show=treed.about
Export 3D models to .x, .obj or .b3d
Yes! .obj can be imported into Blender! Awesome find! :thumbup: :thumbup: :thumbup:
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Less than 15 minutes to model this.
(http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/tree_d_15minutes.png)
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Wow, nice!
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coool! do you model, or just adjust the parameters?
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The program seems to do the modeling and the user just sets parameters but I really don't know for sure. tree(d) has preloaded leaves, branch, color palette and trunk textures and users can add more of each type.
Someone with modeling experience should play with this tool and see whats possible.
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Someone with modeling experience should play with this tool and see whats possible.
I can get a good looking tree at about 2.5k polygons, though Glest tileset trees are only 20 polygons each. I know my 4670 can handle lots of polygons, but most of you guys probably don't have a dedicated gfx card, so this program might not work so well in terms of performance on integrated gfx. But seriously the 4670 is only $70(last I checked) on newegg. :P This program does make good trees though, a pine tree will be rather difficult... :look:
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I get a good looking tree at 1,2k polys, now i haven`t really made an effort to decrease the count, put i suppose you could first make the tree in this program, then go into blender and edit away the parts not needed or seen.
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I get a good looking tree at 1,2k polys, now i haven`t really made an effort to decrease the count, put i suppose you could first make the tree in this program, then go into blender and edit away the parts not needed or seen.
If it's anything like when I tried to do this with a "makehuman" model, it's more trouble than it's worth. You can make a low-poly model from scratch with less time and effort than it takes to turn a high-poly one into a decent-looking low-poly.
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I like this program, too bad its not really glest suited.
The problem I ran into was when I imported it, I lost the texture :(
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The license on the textures is a little unclear but seems to suggest that use for non-commercial game projects is allowed and encouraged.
Yeah, too bad it's not compatible with anything Creative Commons has to offer, making licensing a tad less convenient.
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Best of all tree[d] is free to use, and you can include the trees you make in your own projects, commercial or free, as long as they are not model packs, texture packs, 3D model generators, or texture generators.
This reads as models produced by tree[d] for use in Glest are CC BY SA or even CC0 Zero as longs as: not used in packs/generators.
I will email http://frecle.net/forum/viewtopic.php?t=1426 the dev and ask him for a simple license structure for open source projects.
The developer of tree[d] has approved CC-BY-SA licensing for models generated by this program for Glest tilesets.
Burningwell, Ryzom, opengameart and openfootage.net offer gigs of wood textures and leaves.
http://www.imageafter.com/
http://www.morguefile.com/
http://textures.z7server.com/
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Hey, um, talking of poly's, how many can glest handle for different things? (link to thread?)
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I don't think theres a thread for this but heres a brief rundown.
Small units - 1000<
Big/Special units 1000-2000
Buildings 2500<
Tileset objects - 200<
Big/Special objects - 500<
Tileset objects and very small and uncomplex units should use 256x256 textures. Special tileset objects, most units and buildings should use 512x512 textures.
Glest can happily exceed these requirements by several times, but the above values will keep glest chugging over on lower end integrated card machines.
For an example of a higher poly mod and bigger textures try running the Dwarves mod. For an example of very excessive over use of polies try the Malevolent Rising mod (some units have 10,000-15,000 polies!!).
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oh yeah, I played malevolent rising. It is quite sapping on graphics