[REQz] Apple Trees

Post » Tue Jan 25, 2011 11:38 am

I figured I'd post this here too so I can get more eyes on this. Ever wonder where all those apples in the game came from? So did I. I'd like to ask if anyone can pull off making apple trees to correct the oversight.

A couple of examples:

http://4.bp.blogspot.com/_rB-G-WeWgJI/SZe2LxdfVAI/AAAAAAAAGYU/I7Ej4IcViaI/s400/LovedAppleTree.jpg
http://mahschocolate.files.wordpress.com/2008/10/apple-tree.jpg

I also did some other Googling and found that Speedtree 4.2 has a "red delicious apple tree" in its library, in case anyone here happens to have access to that program. Makes me wonder why Bethesda didn't use it themselves. I'd be extremely thrilled to have Speedtree versions, but I realize that's probably hoping for too much :)

If possible, the model should depict apples on the trees.

I've looked at the version of an apple tree that comes with Qarl's Harvest, but that one has some UV mapping issues and is rather low on the detail side. The mod also isn't clear on permission for re-use other than to say "use the ESM as a master" which isn't something I want to do.
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Kari Depp
 
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Post » Tue Jan 25, 2011 4:04 am

I figured I'd post this here too so I can get more eyes on this. Ever wonder where all those apples in the game came from?

I figured they did it the French way, and came out the ground. ;)

Some fruit-bearing trees would be good, a nice bit of variety. Bonus points if someone can make them harvest-able.
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Ice Fire
 
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Post » Tue Jan 25, 2011 9:20 am

Harvestable is good, but in the event a speedtree model is made available, that would require some sleight of hand since a speedtree can't be activated. Invisible collision works nicely in cases like that.

Otherwise, I'm not sure a model needs anything special done to be used as a flora entry?
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Sophie Payne
 
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Post » Tue Jan 25, 2011 8:13 am

Arthmoor

try looking at this http://www.tesnexus.com/downloads/file.php?id=6983
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T. tacks Rims
 
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Post » Tue Jan 25, 2011 6:24 am

Harvestable is good, but in the event a speedtree model is made available, that would require some sleight of hand since a speedtree can't be activated. Invisible collision works nicely in cases like that.

Otherwise, I'm not sure a model needs anything special done to be used as a flora entry?



Qarls Harvest http://www.tesnexus.com/downloads/file.php?id=8113 is the only one I'm aware of (but you already mentioned that one in first post)
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Eduardo Rosas
 
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Post » Tue Jan 25, 2011 1:17 am

apple trees

If you can find suitable textures, it should be possible to hack the Dogwood tree to make a passable replica. I'm not too sure where you can get speedtree-equivalent textures though.

What's the legal status of redistributing trees and resources from the Speedtree library for the record?

Vac
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gary lee
 
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Post » Mon Jan 24, 2011 10:44 pm

Harvestable is good, but in the event a speedtree model is made available, that would require some sleight of hand since a speedtree can't be activated. Invisible collision works nicely in cases like that.

Otherwise, I'm not sure a model needs anything special done to be used as a flora entry?


Oh yes, there are ways to "harvest" ingredients from speedtrees - just look at the "Craftybits" mod (not sure if the feature is in a publically released version of Craftybits, though).

They use "GetCrossHairRef" via scripting to determine when one's ingame crosshair is on a speedtree, then when the player activates while the crosshair is over the tree, the script gives the player the proper ingredient or item. With this method, no need to place separate collision boxes around every tree, which could take a VERY long time.

I think they've since found a better way to do the "GetCrossHairRef" thing, by using the arrays feature of OBSE as well (I might be confusing this something else, tbh).

Yeah, it requires OBSE, for the above function, but if you have any questions and still are interested in pursuing this, go to the "The Wormhole" forums:

http://thewormhole.nfshost.com/forum/

I think Setsuna515 and Mongots are the two over there who work with scripting and know about GetCrossHairRef and arrays.

Koniption
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Tom
 
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Post » Tue Jan 25, 2011 12:41 pm

I think "NPC With Jobs" had apple trees.

http://npcwithjobs.com/
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Kill Bill
 
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Post » Mon Jan 24, 2011 10:52 pm

This is as good a shot of apple tree leaves as I can find: http://www.faqs.org/photo-dict/photofiles/list/4473/5937apple_tree.jpg As far as I can tell, the dogwood leaves are pretty close already. Maybe just a matter of substituting the apple over the top of the flower? And perhaps a different bark texture for the branches? http://www.istockphoto.com/file_thumbview_approve/6339885/2/istockphoto_6339885-apple-tree-bark.jpg is the best I've been able to find. Surprisingly hard to locate stuff on apple trees.

textures\trees\leaves\treedogwoodleavessu.dds may or may not be easy to deal with. I have no idea how you guys work the texturing magic.

That "simple fruit trees" has a nice apple model in it, but the filenames look to be the same as the ones from Qarl's Harvest. The tree trunk file in there doesn't display in nifskope so I have no idea what the deal is with that.

The mod I'm looking to add these trees to isn't dependent on OBSE and it wouldn't take much time to drop some collision boxes to fake the harvest with. All I'm doing is planting a grove of them in one spot.
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Iain Lamb
 
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Post » Tue Jan 25, 2011 4:41 am

http://www.tesnexus.com/downloads/file.php?id=8113 adds apple trees with apples hanging from them. The apples are used to heal horses (correction - not, but it does add hay that does) and I think already have alchemy ingredient effects already attached. The trees are havoked and you can even shoot an arrow at an apple.

Maybe you could use those.

[edit] Oh I see that you knew about it [thought I didn't see it]. Oh well I've used it before and it has many issues with conflicts with UL and other mods that add landscape edits.
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M!KkI
 
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Post » Tue Jan 25, 2011 2:32 am

Just to say once again, trees in Qarl's Harvest were made by http://www.gamesas.com/index.php?/user/54-lady-eternity/ and adjusted by Qarl. My impression from the ReadMe is that he was more concerned about the horse feeding part if adding new horses to make Harvest master to use the scripts.
I never actually checked, how's the harvesting done in that mod? How those apples stay in their places?

Of course, I'd also like a new tree model (nif or speedtree) because this one looks outdated.

For models, maybe http://www.gamesas.com/index.php?/user/41766-vurt/ is the guy to ask? He's done http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8805/1288306160_fullres.jpg for Morrowind lately.


...


Look who's still alive! :)
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asako
 
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Post » Tue Jan 25, 2011 6:28 am

Yes, and the readme in Qarl's Harvest says nothing about how one is allowed to use the remainder of the resources. Which means by default, since it isn't specified, one is not allowed to use them.

As far as the actual harvesting, I'm not sure. The tree model doesn't have apples attached, but there's a separate apple nif in the package. I'd have to check the readme again but I think you're supposed to manually place a few apples with the trees. Which would indicate they're just havok models.

Ooo, thanks, I'll see if I could persuade Vurt to cook up something. By chance are those trees in the pic speedtrees?
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Sophh
 
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Post » Tue Jan 25, 2011 5:39 am

I'm not familiar with SpeedTree (i've tested it briefly). For Oblivion i think SpeedTree is the way to go to get a coherent look. Right now i'm not really willing to learn SpeedTree and make models with it, sorry.
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lolli
 
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Post » Tue Jan 25, 2011 2:00 pm

Do they offer a free evaluation version or something? Maybe it would be more feasible to make a hack of the Dogwood tree that way?
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Gemma Archer
 
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Post » Tue Jan 25, 2011 3:57 am

It comes with the Unreal Development Kit, you can also get a version from SpeedTree's website i think, but you have to fill in a bunch of stuff, i think they just accept game developers, but you could give it a try.
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Dustin Brown
 
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Post » Tue Jan 25, 2011 6:14 am

Yes, and the readme in Qarl's Harvest says nothing about how one is allowed to use the remainder of the resources. Which means by default, since it isn't specified, one is not allowed to use them.

As far as the actual harvesting, I'm not sure. The tree model doesn't have apples attached, but there's a separate apple nif in the package. I'd have to check the readme again but I think you're supposed to manually place a few apples with the trees. Which would indicate they're just havok models.

Yes, just havoc models. The apples (and oranges as well - I used them on my Qarls Harvest_Shadowcrest Vineyard Compatibility mod) are simply manually placed around the tree. Walking past the tree knocks them off and all over the place! A container/harvest system might be preferable I think.
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celebrity
 
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Post » Tue Jan 25, 2011 9:55 am

It comes with the Unreal Development Kit, you can also get a version from SpeedTree's website i think, but you have to fill in a bunch of stuff, i think they just accept game developers, but you could give it a try.


I'll check on that, in the meantime I've gone ahead and sent an email to their sales contact to see if it might be possible to purchase the required files from their tree library. Never know if such a thing is possible until you ask, right? :)

Still, I'd be happy with a static model if getting one out of Speedtree somehow isn't going to work.

Yes, just havoc models. The apples (and oranges as well - I used them on my Qarls Harvest_Shadowcrest Vineyard Compatibility mod) are simply manually placed around the tree. Walking past the tree knocks them off and all over the place! A container/harvest system might be preferable I think.


Yeah, I figured as much. Havok models don't behave nicely. I was planning to just use the invisible collision as an entry in the flora section, and work it like a normal plant in all other respects. If that doesn't work out, a container with a random number of apples in it would work too. Of course, a static model would have the advantage of being able to be the container itself.
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Susan Elizabeth
 
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Post » Tue Jan 25, 2011 12:25 pm

Unfortunately UDK is using Speedtree 5 and it refuses to export as a .spt file. It even gave this big warning about how importing "old" trees from the .spt files wasn't even guaranteed to maintain the look of the trees. So it looks like that route is out.

Best bet seems to be retexturing the Dogwood bits to look like apple trees.
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Marcus Jordan
 
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Post » Tue Jan 25, 2011 2:46 am

if you can get a hold of speedtreecad, which is the old free version that speedtree offered iirc, I am under the impression you can make new tree, I just had a look to see if I still had it, but can't find it. I'm sure I do know some people who do have a copy, I could inquire to get you sent a copy of it if you so wish
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BrEezy Baby
 
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Post » Tue Jan 25, 2011 11:41 am

Yes, and the readme in Qarl's Harvest says nothing about how one is allowed to use the remainder of the resources. Which means by default, since it isn't specified, one is not allowed to use them....


Well, I don't see the problem if the credit is given. But that's a different subject. Have you tried to contact Qarl or Lady Eternity?

On the other note, http://www.silgrad.com/wbb2/profile.php?userid=4960 from Silgrad Tower forum has made http://i991.photobucket.com/albums/af32/morcroft/Trees/SavannahTree02.jpg, speedtrees as a matter of fact. Maybe he's be willing to make you an apple tree?


And if nothing else succeeds, there are some small programs for creating tree objects. I can't remember correctly, but I think one was NGplant or similar and there was some other very similar program mentioned on this forum few months ago (forgot the name), and http://www.treegenerator.com/download.htm which I found in my bookmarks.
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brian adkins
 
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Post » Tue Jan 25, 2011 11:41 am

Yes, and the readme in Qarl's Harvest says nothing about how one is allowed to use the remainder of the resources. Which means by default, since it isn't specified, one is not allowed to use them.


If I recall correctly Qarl was completely happy for anyone to use his resources. He used to be around Princess Stomper's forum, if you want to use his apple trees you could pm Princess Stomper and she can probably get a hold of him, if he is still around.
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Mimi BC
 
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Post » Tue Jan 25, 2011 4:32 pm

I'll check on that, in the meantime I've gone ahead and sent an email to their sales contact to see if it might be possible to purchase the required files from their tree library. Never know if such a thing is possible until you ask, right? :)

Keep in mind that not OB doesn't support a lot of SpeedTree's features (such as roots and fonds, for example). So even if we get that specific model, it might not work :(
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Alexander Lee
 
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Post » Tue Jan 25, 2011 3:36 pm

And if nothing else succeeds, there are some small programs for creating tree objects. I can't remember correctly, but I think one was NGplant or similar and there was some other very similar program mentioned on this forum few months ago (forgot the name), and http://www.treegenerator.com/download.htm which I found in my bookmarks.



Found the links:
  • http://ngplant.sourceforge.net/,
  • http://www.frecle.net/index.php?show=treed.about

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Emzy Baby!
 
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Post » Tue Jan 25, 2011 6:09 am

I use Yacoby's http://search2.yacoby.net/ and found these resources. :)

http://www.tesnexus.com/downloads/file.php?id=28751
http://www.tesnexus.com/downloads/file.php?id=25826
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Horror- Puppe
 
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Post » Tue Jan 25, 2011 10:38 am

As Sjors_Boomscors said, NPCs With Jobs has an Apple Tree.

And the NWJ Credits says: "Scruggsywuggsy the Ferret: made the original apple tree structures"
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SexyPimpAss
 
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