Tutorial - Adding Trees to Zones (2 methods)
This PDF contains a detailed description on adding tree meshes and creating transparent leaves.
I think it's fair to let everyone know how it's done as this is a community project and so many have helped me get this far. It is a completed work, however I will make additions and revisions at any time. Here it is in its entirety (edited link - should work now) http://www.wizardportal.com/optimaiv...Tree_Zones.PDF link for media to tutorial http://www.wizardportal.com/optimaiv...emu/mytree.zip |
Method #2 - using my external .exe
This method uses an external program I wrote which takes the .scn file containing the 3ds object and texture info and replaces key portions to be transparent in EQ. This is also an easy way to import lots of transparent tree/leaves into the mesh library.
tutorial link http://www.wizardportal.com/optimaiv...arent_Mesh.pdf Link to scene texture modifying tool http://www.wizardportal.com/optimaiv...2/eqemu/tc.zip Reference Objects for Tutorial http://www.wizardportal.com/optimaiv...mu/mytree2.zip This method is faster than the previous manual method. I actually became very proficient at making tree zones now. You can too. GeorgeS |
This is great and a nice tutorial but I cant seem to get them transparent , I switched the n.bmp and the palm_bar.bmp in the obj.s3d file with s3dspy , I saw the file size change when I did it so I know it did something but they still are not coming out transparent, I am only trying this with one tree until I learn it and thats the palm tree, any idea what im doing wrong? and am I suppose to use that texture flag changer for every scene I make or just in the scene I had put all the stuff from you in before I made them meshes? I have them all in my mesh file now so I did get that far , just cant get them transparent yet. Thanks for this .
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texture changer
edit - 6/17/05 I recompiled the texture changer to handle both +0 and uppercase now. Also once you do this, save as mesh in OZ and the mesh tree should be ok.
I have found the newest version of OZ writes out the texture then an "+0" after it. Never saw that before. If you look at your scene, do your tree textures have the +0 after them like in the example below? If so,then the fix is very easy. Just let me know first before I release a newer version to fix this... TriangleTex 97.9837417602539, 2.46714067459106, 156.127883911133, -81.9622497558594, 15.5342483520508, 151.429000854492, 93.0469818115234, 6.45521402359009, 354.995086669922, 0, 1, 1, 1, 0, 2, palm_l+0, false, false, True, 0, false, 0, false, 0, True, True, True, True, -0.0728863403201103, -0.997174382209778, 0.0181877836585045, -0.0728862956166267, -0.997174382209778, 0.0181877426803112, -0.0728862956166267, -0.997174382209778, 0.0181877426803112 Also, you most definitely need to change the texture with the program, reload OZ and save the objects to a mesh. Restart OZ and they should have the texture flag set right. I'm going to do more testing...on that "+0" thingy GeorgeS |
That site is long gone... anyone have these files still and if so please could they make them available again or send to me at gernblanATgmail.com? I WILL rehost them for everyone I promise!
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Actually that site has a new url
http://www.wizardportal.shorturl.com/ It's a pointer to my server at home, but I will look for those files later today. GeorgeS |
Ok, no luck with those files. You can ask WC if he saved a copy. These were done a way back, and I think OZ now works with transparent textures well. Before then, we had to do alot of work to make transparent things work, but I know he coded this feature into OZ.
GeorgeS |
any idea how to work it? theres nothing in the tutorial.
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I'm thinking you really want a masked texture right? Where only parts are transparent - like in trees?
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Yes , thats what i need
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so do you know what i need to do Scorp??
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Next, in openzone, you go to the File menu and select "Convert to transparent bitmap". Give it the texture you want to use, and the output texture name. OZ will convert it for you and either make a new texture with the transparent areas you want or save the same named texture (your choice). It is now ready to use. When you have something (for example a sheet) that you want to have the transparent parts, you have to mark it in the properties with Masked set to True. That will make the selected areas of the texture transparent. |
Hey man thats it , thank you !! |I never knew the convert to transparent bitmap option was in openzone, wow how easy was that ! thanks again !
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well damn :( I thought that was it, everything was transparent in OpenZone but once i got it in game they were not ..........any idea?
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Ok, that works for single textured objects such as grass and weeds as you can see in this picture
http://www.kheprigames.com/newzone1.jpg but for things like trees with a leave and bark texture its not so good. I can only use one of the textures. I made these trees in 3dsmax, would i need to make the trunk and leave part seperate?? thanks for the help Scorp. |
I seperated the top of a tree from the bottom in 3dsmax and imported each seperatly in OpenZone then I was able to have a transparent top and solid trunk but what a pain in the ass to have to line all that up for each tree in Openzone, is there an easier way?
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Then you can copy and paste to make new ones. Beware! There is a bug in OZ where after you do a paste both the new item AND the ground mesh are selected! If you move the item, the ground moves too. Select something else, reselect the new object and move/rotate it where you need it. You can also manually (read: cut and paste) this into a file and make it a mesh and put it into your mesh library.. open one up and see what it looks like and you will get the idea. |
Ok , i got it . Thanks alot. I just imported the trunk and the top seperatly then grouped them before i added them to my mesh files. Works good now. See my purty trees !!
http://www.kheprigames.com/newzone2.jpg |
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Thank you. |
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