Trees Models with Collision

Post » Thu Jan 20, 2011 5:22 pm

I've sworn I've seen this somewhere before. But yes, just looking. At the very least it the player should be able to stand on its bigger branches.

EDIT: I realize that trees already have some collision... I'm looking for collisioned limbs, to be more exact.
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Robert Bindley
 
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Post » Thu Jan 20, 2011 5:36 am

For a mod you are making?

I would just fake it with an invisible platform in the same place as the tree branches.


I've sworn I've seen this somewhere before. But yes, just looking. At the very least it the player should be able to stand on its bigger branches.

EDIT: I realize that trees already have some collision... I'm looking for collisioned limbs, to be more exact.

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NAkeshIa BENNETT
 
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Post » Thu Jan 20, 2011 9:16 pm

For a mod you are making?


Maybe. Depends if I can get it to work the way I want it to.

I would just fake it with an invisible platform in the same place as the tree branches.


That wouldn't work in this case. At least, I'm pretty sure it wouldn't. I'm intending for these trees to be be moving creatures. I'll probably be combining the tree model with a mudcrab, sheep---or better yet, jelly---skeleton. Then I'll probably end up using roots to cover the original animal. That's the plan, anyway.

EDIT: I suppose I'll need to havok it as well...
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Shiarra Curtis
 
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Post » Thu Jan 20, 2011 11:47 am

Trees are speedtress, not regular nif models. You need a static mesh to achieve what you want. I don't think you can convert Speedtrees to nif. Certainly you can't do that without access to the Speedtree software and even then I'm not sure. So your best bet is to find a static tree mesh. If there is no modders resource on Nexus you need to request one.
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Donald Richards
 
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Post » Thu Jan 20, 2011 4:12 pm

Trees are speedtress, not regular nif models. You need a static mesh to achieve what you want. I don't think you can convert Speedtrees to nif. Certainly you can't do that without access to the Speedtree software and even then I'm not sure. So your best bet is to find a static tree mesh. If there is no modders resource on Nexus you need to request one.


There are plenty of them made recently for Morrowind, so maybe he could find some and convert them.
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Cayal
 
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Post » Thu Jan 20, 2011 3:18 pm

I will look for some, then.

I also found this. http://forums.epicgames.com/showthread.php?p=27264735
Would make it easier than creating a static tree from scratch. The forum is for Unreal, but something similar could possible be done. Not sure what Tree or Gile is. Will have to investigate.
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Jesus Lopez
 
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Post » Thu Jan 20, 2011 2:46 pm

Praise you!
That Tree[d] app is rather quite neat. I just installed it and quickly made my first http://img130.imageshack.us/img130/7817/clipboard01qn.jpg for Oblivion ;]
That's not a one-touch-button process and you need to spend some time on altering size of the tree, improving its UVmaps, making collision for it, and tweaking the final nif but it works after all :>
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Rebekah Rebekah Nicole
 
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Post » Thu Jan 20, 2011 12:02 pm

Praise you!
That Tree[d] app is rather quite neat. I just installed it and quickly made my first small static tree for Oblivion ;]
That's not a one-touch-button process and you need to spend some time on altering size of the tree, improving its UVmaps, making collision for it, and tweaking the final nif but it works after all :>


Haha, I was discovering this the same time you were. Very awesome. I provided the link to the apps below for others to grab.

http://www.frecle.net/index.php?show=projects

In the mean time, I'll have to brush up on my uv mapping and collision skills. I am a noob, after all. :laugh: Gotta learn sometime.
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Sami Blackburn
 
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Post » Thu Jan 20, 2011 12:40 pm

There is also this resource you might take a look at. :D

http://www.tesnexus.com/downloads/file.php?id=25826

Could give you a hint in the right direction perhaps.
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Karl harris
 
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Post » Thu Jan 20, 2011 2:07 pm

http://img683.imageshack.us/i/treem.png/

My tree, so far, in the generator.

I'm thinking it needs to be thicker and knarlier. If you're going to walk on this thing, it better have places that you can actually walk! (and lounge around)

There is also this resource you might take a look at.

http://www.tesnexus....le.php?id=25826

Could give you a hint in the right direction perhaps.


Came across this before. If I can convert them, that would be fantastic.
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Tiff Clark
 
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Post » Thu Jan 20, 2011 10:12 pm

Looking very good so far! :D Looks like a great climbing tree! LOL
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Megan Stabler
 
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Post » Thu Jan 20, 2011 5:44 pm

http://img179.imageshack.us/i/tree2secondpic.png/

http://img63.imageshack.us/i/tree2.png/

Maybe too knarly?

Naaaah...

http://img153.imageshack.us/img153/6430/tree3.png

heheh. The limbs are super thick, and the tree trunk comes to a sort of pyramid-point. Could see this becoming a city-scape, if I make it big enough. Add a few moss beds. Or flowers that you can lay inside. Vines to climb up.

^^ Couldn't really be an animal then. I would need to figure out how to separate the tree from the animal, and yet have them remain as one. Perhaps some sort of armor-or-saddlebag like set up. Not sure about this though. If anyone has an idea, please share!
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Darlene DIllow
 
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Post » Thu Jan 20, 2011 10:57 pm

The limbs are super thick, and the tree trunk comes to a sort of pyramid-point. Could see this becoming a city-scape, if I make it big enough. Add a few moss beds. Or flowers that you can lay inside. Vines to climb up.


Now that sounds VERY cool! :D You could end up with something resembling the walking tree cities of Valenwood Lore.
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FLYBOYLEAK
 
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Post » Thu Jan 20, 2011 6:37 pm

So, that Tree[d] is like a better and more modern version of NgPlant?
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Amelia Pritchard
 
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Post » Thu Jan 20, 2011 10:30 am

Now that sounds VERY cool! You could end up with something resembling the walking tree cities of Valenwood Lore.


:whistling: Huh what? I'm not working towards anything of the sort! :D

So, that Tree[d] is like a better and more modern version of NgPlant?


I guess so. More of just a tree generator though. NgPlant is probably a little more diverse as far as plant options go. Thanks for the program, though. I hadn't heard of it before now. :)
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Jessica Colville
 
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Post » Thu Jan 20, 2011 12:44 pm

Bumping because this thread was cool.

Also, I'm still looking for suggestions about this:

heheh. The limbs are super thick, and the tree trunk comes to a sort of pyramid-point. Could see this becoming a city-scape, if I make it big enough. Add a few moss beds. Or flowers that you can lay inside. Vines to climb up.

^^ Couldn't really be an animal then. I would need to figure out how to separate the tree from the animal, and yet have them remain as one. Perhaps some sort of armor-or-saddlebag like set up. Not sure about this though. If anyone has an idea, please share!

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Mandi Norton
 
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Post » Thu Jan 20, 2011 2:05 pm

Bumping because this thread was cool.

Also, I'm still looking for suggestions about this:


Hmm...now I don′t have any idea what you are after, but here′s my suggestion:


Have the "tree creatures" to be randomly (and slowly) moving things, that change their location from time to time. Then they are just creatures, wandering around.

When they decide to "root down", so to speak, they stop, and a script disables the creature, and plants a static premade mesh that looks the same.



When the tree is "sleeping" like this, you could camp on it, there could be some kinda camp planted on it etc. No static NPCs living there or anything, the sleeping trees would simply provide some shelter for those that happen to wander by. :)


Technical (I don′t give suggestions without giving a complete solution, it′s a principle of sorts...:P);
Spoiler


Just make the static mesh as an activator. This way it can be scripted itself, thus it then after some random time the script respawns the creature and disable′s + deleteref′s itself.

If the player is on the mesh when it disables, well cause it turns into a creature on the same frame it′s like it shakes the player off, the player just falls off cause he can′t stand on a creature. No problems there. :)

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Laura
 
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Post » Thu Jan 20, 2011 12:18 pm

Thanks Skycaptain.

I think those ideas are splendid.

Have the "tree creatures" to be randomly (and slowly) moving things, that change their location from time to time. Then they are just creatures, wandering around.

When they decide to "root down", so to speak, they stop, and a script disables the creature, and plants a static premade mesh that looks the same.


I can imagine it now: The first roving hotel service in Cyrodiil. You never know where you'll find it! :D

When the tree is "sleeping" like this, you could camp on it, there could be some kinda camp planted on it etc.


I think I'll could plant some moss beds on different areas of the tree that should act just like regular beds. That way, it'll be hard to notice them when the tree is a creature, but ready available when the tree settles down


I think this method would work especially well. Then I could have vines as activator ladders, and those moss beds. (Mind, flowers that open up to be used as beds is way beyond my skills in the foreseeable future...)


This will have to wait though. I'm no scripter, and right now I'm in the process of learning to model/collision/etc. Perhaps once the creature is ready, I'll offer it up to the community for some talented scripter to take over from there.


EDIT:
it′s like it shakes the player off, the player just falls off cause he can′t stand on a creature.


Maybe an animation could be added where the tree shakes after its initial change back into a creature? Would be cool. :D
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john palmer
 
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Post » Thu Jan 20, 2011 12:53 pm

thanks for the link! finally a way to make trees without speedtree (or arduous 3d work). too bad they still cant compete with speedtree very well when it comes to fps friendly forests.
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k a t e
 
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Post » Thu Jan 20, 2011 1:20 pm

thanks for the link!


No problem. :P

Right now I'm looking for some good vines that I could use. I'm not expecting for anyone to have already modeled some moss beds, so I figure I'd have to do that myself.

In other news, I'm trying to narrow down the animal to use for this project. My first thought was mud crabs (they're slow, and I could possibly reveal their legs (with a nice re-texture) to give the illusion of "pulling up their roots" when they're ready to go on the move.

Another idea would be to get hold of the Slime model (and get permission to use it).

Any ideas? I'm quite open to new ones.
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Céline Rémy
 
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