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Guide to making custom grass?


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34 réponses à ce sujet

#26
Mer1

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Yup!  Now all we need is the magic no-sway version!

 

Well, that's not possible because the normal grass just sways randomly, pretty much like the trees do. I'm not sure if there is anything like a wind direction implemented in NWN2. When I was testing no sway trees they always seemed to sway in one direction no matter what I did.

 

But one way to make no sway grass would be by making tiny speedtree grass, there are already 1 or 2 tree models used in this way as grass from MotB or SoZ. Advantages would be better performance and faster module loading due to the grass being saved as tree objects and not in TRX/TRN file like normal grass is. Also the grass would reflect/refract in water and even cast shadows, although the latter doesn't look that good unless you use really high resolution environment shadows.



#27
Eguintir Eligard

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9 mip maps

#28
rjshae

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Well, that's not possible because the normal grass just sways randomly, pretty much like the trees do. I'm not sure if there is anything like a wind direction implemented in NWN2. When I was testing no sway trees they always seemed to sway in one direction no matter what I did.

 

But one way to make no sway grass would be by making tiny speedtree grass, there are already 1 or 2 tree models used in this way as grass from MotB or SoZ. Advantages would be better performance and faster module loading due to the grass being saved as tree objects and not in TRX/TRN file like normal grass is. Also the grass would reflect/refract in water and even cast shadows, although the latter doesn't look that good unless you use really high resolution environment shadows.

 

Don't you need to buy the SpeedTree software package in order to build a new model?



#29
kamal_

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Technically you probably dont need speed tree, as the .spt files for trees are plain text. In practice you probably do unless you really understand what you are looking at in the spt, "its all greek to me".

No sway trees dont have trunk/branch sway, but the leaves still sway/shimmer.
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#30
Mer1

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Don't you need to buy the SpeedTree software package in order to build a new model?

 

Either that or like kamal said.

 

And the company which developed Speedtree has stopped selling the software needed for NWN2 tree generation years ago, when it got replaced by many newer versions. NWN2 uses speedtree version 3.4 I believe but it should also load speedtrees made with slightly newer 4.X software. Dragon Age toolset has an included 4.X speedtree maker (speedtreecad.exe) so it should be possible to use that one. Never tried it though.



#31
kamal_

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Someone did make some new speedtrees. They were on the Vault. iirc they were giant mushroom speedtrees. I dont remember how they made them though.

#32
rjshae

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Either that or like kamal said.

 

And the company which developed Speedtree has stopped selling the software needed for NWN2 tree generation years ago, when it got replaced by many newer versions. NWN2 uses speedtree version 3.4 I believe but it should also load speedtrees made with slightly newer 4.X software. Dragon Age toolset has an included 4.X speedtree maker (speedtreecad.exe) so it should be possible to use that one. Never tried it though.

 

Really? Hmm, I'll have to take a look. Thanks.



#33
Mer1

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Someone did make some new speedtrees. They were on the Vault. iirc they were giant mushroom speedtrees. I dont remember how they made them though.

 

Yes, he made it in notepad&hex editor. Still have that thread saved through a google cache search after the entire old forum got "archived".

 

 

 

Really? Hmm, I'll have to take a look. Thanks.

 

I checked it out and it works (at least in toolset, didn't try ingame), although if you making a brand new speedtree via the program itself from scratch then that seems to make the toolset crash happy. Sometimes.

Opening an existing game speedtree in the program and modifying it seems to bypass this.


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#34
rjshae

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Yes, he made it in notepad&hex editor. Still have that thread saved through a google cache search after the entire old forum got "archived".

 

I just found and restored these: EoC: New Speed Trees v0.1



#35
kamal_

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Really late to the party but relevant: When Tanita (of Terracoppa) was documenting the formats for Terracoppa. http://neverwinterva..._trn_format.pdf they identified where in the .trn the information on grass gets stored.