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Skyline Forums • View topic - Trees
Terrains, skys, Oceans, anything to do with the environment

Trees

Trees

Postby Shando » 11 Sep 2015, 09:59

Hi All,

Quick question re: setting up Trees to use in the Environment System.....

Do I have to do anything special to a Tree model to get it to import c/w Material?

I'm asking because no matter what I seem to do, my Trees import without any Materials :(

Thanks in advance

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Re: Trees

Postby SolarPortal » 11 Sep 2015, 13:28

This might be the case for now as the vegetation system needs to be upgraded.
I believe trees need to be in the advanced material not uber material to work. Cant really say i have tried adding a new tree in a while and i do know the system is sorely in need of an upgrade :)

Hope this helps in some way :D



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Re: Trees

Postby epsilonion » 11 Sep 2015, 15:23

Ah while your talking about upgrading the system, I wonder if it would be possible to put a check box to add ridged bodies to the trees in the system would save a lot of time n effort, I know there's the scatter plugin but to be able to paint these would be an advantage over other engines if it came as standard..
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Re: Trees

Postby TattieBoJangle » 11 Sep 2015, 15:57

I also tried using my own mesh with the system for me it just places 1 texture all over so I think its what sp said needs upgrading ;)
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Re: Trees

Postby SolarPortal » 11 Sep 2015, 16:17

Tree physics is a bit of a troubling one atm using physx 2.8 as there is a limit of 65535. PhysX 3.0 supposedly can handle many more. But to do this atm, we would require a physx delete and creation as you move across the terrain which is quite a bit of work to do and that can also be roped into jobs which require the same feature.



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Re: Trees

Postby TattieBoJangle » 11 Sep 2015, 16:36

I myself would never advise putting physics on a full tree the trunk yea sure but the full tree :/ this is how I like the collision shapes cheap and simple.
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Re: Trees

Postby StarFire » 11 Sep 2015, 17:41

Yes agree with Tatty, the trunk should be a simple low poly shape, just enough to give the illusion of the trunk being solid. Depending on the game type a simple cross quad physics body can be used to represent the leafy section. ;)

Not all trees can be reached by the player so not all will require physics body. Good level design ,even open worlds will funnel the player down certain routes and not all areas to be accessible, just there to complete the world illusion. ;)
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Re: Trees

Postby epsilonion » 11 Sep 2015, 18:51

That would be the reason for the tick box to turn off the physics..

Or a custom way of doing a small collision thingy around the main trunk like tattie likes em..

The trees should be low poly anyways.. it's just an option to paint trees with some form of collision.
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Re: Trees

Postby StarFire » 11 Sep 2015, 19:08

At some point there will be a collider option on vegetation, we will be looking into this in the ;) forthcoming upgrade to the veg system.
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