Category | Farming Simulator 15 |
Created | 18.01.2015 16:22 |
Farmer Leo (Unknown) | 18.01.2015 16:23 |
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Hello, how ich can make new trees? So that they have the same functions as the standard trees? Sorry for my bad english ;) Greetings Farmer_Leo |
Larry Horse (Larry) | 25.01.2015 01:18 |
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Take a look how Giants trees are made, what shaders they have |
Farmer Leo (Unknown) | 26.01.2015 16:30 |
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I have done that, but it dont work. The collision mask I've already adjusted too. |
Emil Drefers (Unknown) | 11.02.2015 10:31 |
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Hi, in the maya exporter there's an option called "Split Type". Try to use that. You'll also find this attribute in the i3ds of the default trees: e.g. bin\data\maps\models\natural\trees\treePoplar40m.i3d Cheers, Emil |
N0tr3ady (n0tr3adY) | 01.01.2016 21:27 |
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Hi! Sorry for posting here, but don't wanna open another topic for that. Emil, i'd like to ask some help, with proper exporting. I've created a cuttable tree modell in Maya and imported it to a test map. The tree's main body is nicely cuts with saw, but when i use the chainsaw on the body, it removes all of the branches. When i'm cutting off just one branch, all of them (5 branch) dissappears in same time. Q2 : what is CCD setting in exporter? Thanks in advance! n0tr3adY from FSH Modding. |
Emil Drefers (Unknown) | 04.01.2016 07:15 |
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Hi, hmmm ... sounds to me as the pivots of all the branches might be at the same spot. Make sure that the pivot of every branch is located/placed at the right spot. Also use the exporter option "freeze to pivot" befor eexportign again. Cheers, Emil |
N0tr3ady (n0tr3adY) | 11.02.2016 17:42 |
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Thanks for help Emil! Which is the best way to create leaves and branches for the main body? I've tried to use planes, but it goes over 1000+ polygons when finished. The sample tree (from Björnholm map) planes doesn't count as polygon. How can I achieve that? Regards, n0tr3adY |
Paweł Leśniak (Unknown) | 13.02.2016 10:52 |
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hi guys i have question for modelling branches. What do you use for them? Boxes or planes? ive created branches from planes as i see original trees are made of but when i export them to i3d in game engine textures on plane are only on one side of planes and that dont look good and i see original trees got them on both sides of plane. im new to modeling trees and bushes so there is some options i must select in max or in maya i when exporting? i'm using maya exporter because something is wrong with my max exporter. |
Emil Drefers (Unknown) | 15.02.2016 08:25 |
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Hi, @n0tre3adY: The best way is probably the one which gives you the result you like most. A mixture of pure quads (plain) and some shapes (cuboids) should give the desired look. For the poly count ... the export must be correct, I mean you need that child object which is called "attachements". If that is not created there#s probably a mistake somewhere. @4mpli1234: It is very common that a plan/quad/object/mesh/face is only rendered from one side. To make the other side visible you have to duplicate that mesh and inverse its normals. You need to set the option "split Type" to make a tree cuttable Cheers Emil |
Pawel Lesniak (Unknown) | 15.02.2016 10:37 |
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Ok i inverse it already. Thank you for that. Now it's looks like it should. But where can i find that option "split Type" its somewhere in export plugin, material, or in editablePoly modifier? I've searched it but cannot find it. Like i said im using Autodesk .FBX format to export it to maya and from maya i export it to .i3d type. if you could explain to me very preciselly it would be very nice. Cheers Pawel |
Emil Drefers (Unknown) | 16.02.2016 07:48 |
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Hi, the option "Split Type" can be found in the "RIgid Body" section which is in the "Attributes" tab. To see which values can be applied please have a look at the i3d files of the default trees. data\maps\models\natural\trees The split type deinfes what kind of tree it is, so actually it defines what value the wood has and how much woodChip can be generated out of it. At least that option can be set by using the maya exporter, I'm really not sure about the max exporter ;) Cheers, Emil |
N0tr3ady (n0tr3adY) | 25.02.2016 21:50 |
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Hi, the warning message : Splittable meshes needs to be closed.. what means? How can I avoid that? / The collision bit, mask, density splitType , pivots is correct / Thanks, n0tr3adY |
Emil Drefers (Unknown) | 26.02.2016 08:34 |
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Hi, sounds like you have a hole in the mehs? Is that possible? Maybe try it first with a very simple shape/form ... a cuboid ... afterwards try it with a more complex shape. Cheers, Emil |
N0tr3ady (n0tr3adY) | 26.02.2016 11:33 |
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It works ;) Just a simple question : what is the maximum diameter for cutting with chainsaw? Thanks, n0tr3adY |
Emil Drefers (Unknown) | 29.02.2016 08:06 |
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Hi, by default it's ~1m Glad you got it working :) Cheers, Emil |
N0tr3ady (n0tr3adY) | 29.02.2016 09:27 |
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It was a long trip ;) Thanks for everything! Best regards, n0tr3adY |
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