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Yet Another Tree Replacer


Jeoshua

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I'm trying, right now, to make Yet Another Tree Replacer, in which I take actual USDA studies about the diversity of trees in the Washington DC area and make a bunch of 100-200 year Beeches, Callery Pears, and Tulip Trees with which to populate the wasteland. The idea is that I will use various Speedtree seeds to make various different looking trees with various heights, spreads, and tree arrangements. This is already mostly working, and looks very nice. But I have some issues I need help with:

 

The only version of Speedtree I have to work with is Speedtree Lite. It works, although I can't see what the trees look like exactly until I import them and start the game up. That's only a minor point of contention, really. The problem is that I cannot make a tree with a collision mesh. All the trees can be walked right through! Is there a different version of SpeedTree I could be using? I have tried the Lite version, and the 5.0 version that comes with the Unreal Development Kit. Lite works for Fallout 3, but doesn't export collision. 5.0 exports collision but does NOT work with Fallout 3.

 

Failing that, is there some way to fake at least a tree trunk for a collision mesh? Being able to walk through trunks, and them not blocking bullets or line of sight, is kind of a deal breaker.

 

The leaves are all very bright. I'm not very knowledgeable about textures in this game, but it seems like they are recieving too much ambient light and glowing very brightly at night. They look alright during the day tho. Am I missing some texture maps or something?

 

 

 

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The biggest, most pressing issue is the collosion maps. Without a .nif file to add a collision mesh to, the tutorials I've seen online are less than useless to me.

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To manually create a tree's collision, place a .nif in the Data\Meshes\Trees directory that has the same name as the .spt file it will used for. Make sure the pivot point of the collision mesh is aligned with that of the .spt file (which is usually found at the very base of the tree).

 

This is worth trying. It won't be a perfect match, but just so long as the tree stops you from walking right through it, I will be happy. It's not the way that Fallout does it tho, with the trees it already has. There is no meshes\trees directory that I can find, and yet the existing trees have collision. That might be because they're automatically generated collosion meshes, and the dead trees are actually models of dead trees which apparently are not even included in the Tree heading within the Geck, only the trees in Oasis are covered, there.

 

Curiouser and curiouser.

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