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tree[d] returns...

Miscellaneous Forums/Blitz Showcase/tree[d] returns...

fredborg(Posted 2 years ago) #1
Hi,

tree[d] - the free tree generator is back!

Click image to read more and download...



RifRaf(Posted 2 years ago) #2
Nice, finally it exports to b3d! I was just thinking about this tool. Thank you for the additions.


puki(Posted 2 years ago) #3
Get to the back of the queue "RifRaf".


Brucey(Posted 2 years ago) #4
Waiting patiently for your port to BlitzMax :-)


RifRaf(Posted 2 years ago) #5
I like it alot, but slow on my cheesy dual core laptop. ill toss it on my desktop when I get the chance


t3K|Mac(Posted 2 years ago) #6
wow! fred, you are the best ;)


Ross C(Posted 2 years ago) #7
Thanks man!


Wings(Posted 2 years ago) #8
This will add some trees to my little island.. loves it.


impixi(Posted 2 years ago) #9
Nice!


Jim Brown(Posted 2 years ago) #10
Nice app Fredborg

Are you still working on that Clou[d] generator too?
That also looked incredibly interesting


Mortiis(Posted 2 years ago) #11
I loved it! Thanks!


andy_mc(Posted 2 years ago) #12
nice, is this totally free?


Mortiis(Posted 2 years ago) #13
From Licence:

You are not allowed to sell content
generated by tree[d] either as standalone content,
content packages, or as parts of packages which
primary purpose is to generate trees!


Panno(Posted 2 years ago) #14
thx :)


fredborg(Posted 2 years ago) #15
Yes, it's completely free, except you cannot sell the models/textures as standalon(ish) items. You can use it for everything else though.


slenkar(Posted 2 years ago) #16
thanks for the great tool


maximo(Posted 2 years ago) #17
its amazing, you should continue improving on this thing :)


Xyle(Posted 2 years ago) #18
Awesome! Thank you for the generosity! Awesome!


t3K|Mac(Posted 2 years ago) #19
i have the strange feeling that the trees have more polys than the old version of tree[d]. or is it just me?


Ross C(Posted 2 years ago) #20
Yeah, to get a decent looking tree, it's 4,000+ polygons.

Looks great though.


Boiled Sweets(Posted 2 years ago) #21
Thank you!


fredborg(Posted 2 years ago) #22
To do a really low poly tree:

- First create a tree as normal with leaves and stuff. Make sure the tree trunk is pretty straight, and doesn't twist too much.
- Then save this to a texture, using the 'Render to file' option.
- Load it as a 'Cross Texture' from the 'Branch' tab
- Turn off all the leaves
- Turn off all sub branches
- Turn off Branch geometry and turn on both Cross geometry options
- Tweak whatever parameters you need.

I think there's an example in the Tree folder 'Tree_Summer.trd' it's 131 tris and looks reasonably good.


klepto2(Posted 2 years ago) #23
Is it possible to create a simple archiv without the installer? Currently it is not possible to install it without admin rights.

btw, thx fredborg. Possible the best treegen I've seen :)


Ross C(Posted 2 years ago) #24
Thanks for the tip fredborg :o)


Filax(Posted 2 years ago) #25
Great !! as always fredborg :)


maximo(Posted 2 years ago) #26
Now I expect to see Filax's TerraEngine 3.0 out soon, integrated with tree[d] it would sell like hotcakes ;) Filax any plans to release updated version of your terrain engine?


grindalf(Posted 2 years ago) #27
when i export a tree and load it into my level the leaves are not masked and have the full green square around them. if i only click the alpha tag in the leaf section before exporting then the leaves are masked but the entityorder is wrong and the branches and leaves show through each other.

any ideas on what Im doing wrong because i really wanna use this tool.


fredborg(Posted 2 years ago) #28
It uses a special function to load masked textures, it doesn't use black as a mask, instead it uses the alpha channel of the texture.

You can do two things:
- Use this function to load masked textures: http://www.blitzbasic.com/codearcs/codearcs.php?code=1739
- Change the textures you use to have a black mask, as normally used in Blitz3D


Mortiis(Posted 2 years ago) #29
Addind .DDS support would be cool.


Filax(Posted 2 years ago) #30
Hi fredborg :)

Just few words to ask you what the licence for the
treed generated objects?

PS : Can't wait for Giles 2.0 ! :) Work slave! Call me mistress :)


fredborg(Posted 2 years ago) #31
Yes, it's completely free, except you cannot sell the models/textures as standalon(ish) items. You can use it for everything else though.
So don't try to sell them on turbosquid or I'll send the french mafia after you ;)


Filax(Posted 2 years ago) #32
Ok fredborg ! lol :)


Mortiis(Posted 2 years ago) #33
Is it impossible for you to add DDS support for textures? I really could use it.


Ross C(Posted 2 years ago) #34
Man, that is sweeeeeeeet. That settings you suggested i mean :o) Is the animation hierarchical? Or boned?


mkg(Posted 2 years ago) #35
Very nice indeed. Thanks a lot!


Polymorph(Posted 2 years ago) #36
Very nice, how does this compare to AlienCodec's Treelife and Plantlife? (I own both)


Jerome Squalor(Posted 2 years ago) #37
i love this thing!


Chroma(Posted 2 years ago) #38
Yep this is great stuff. Maybe some presets for different types of trees would be cool too. Pine, oak, poplar, etc etc. And maybe some fruit trees too (apple, orange etc...that'd be exciting).


Ross C(Posted 2 years ago) #39
For those of you having problems with the textures, simply convert the .png to a .dds. Since .dds seems to use the alpha channel to work out masks, it works fine :o)


Axel Wheeler(Posted 2 years ago) #40
Wonderful stuff. It would be nice to have a randomizer function that shuffles all of the properties, including style of leaf and colors and everyting. Then you could just keep clicking until you see something cool. I think the Flaming Pear filters in Photoshop have this feature and it's cool.

Anyway, keep up the good work!


Wings(Posted 2 years ago) #41
Thank you Fredboy for the tips. "To do a really low poly tree:"

Cause i found out that after creatin 20 trees in my wolrd ending it was slimy slow..


I must retry this engine again...


rebootbug(Posted 2 years ago) #42
Thank you for this fredborg it is an absolute gem of a tool, you never cease to amaze me.

Thanks
Brendan


Plash(Posted 2 years ago) #43
Whats the deal with it exporting a quadrillion materials?


fredborg(Posted 2 years ago) #44
It exports 3 materials, that's at least one fantasillion away from a quadrillion...


Plash(Posted 2 years ago) #45
Oh those weren't materials, but theres a load of data in a simple tree b3d.

4.95mb - there are 900 individual meshes (an export from b3dviewer v2.2)



Plash(Posted 2 years ago) #46
Can't even post them all.

I loaded some of the trees that came with tree[d] and they look all whacky.






Retimer(Posted 2 years ago) #47
I had the same issue. To fix that you just find the settings for the leaf texture and change it. Although it's hard to tell which one it's supposed to be in the preset.

I love this program anyhow. Been using it for creating 2d layered tree tiles. Big thanks @ fred.


Ross C(Posted 2 years ago) #48
The 2d layered trees work best and look pretty good :o)


Plash(Posted 2 years ago) #49
The trees look nice using the render to file technique in tree[d], but when I view the exported b3d in filax's program it looks like crap.



EDIT: Oh.. nvm its just not masking the textures >_>


Plash(Posted 2 years ago) #50
Before I embark on a loadalphatexture function for minib3d, has anyone already made this?


Nilium(Posted 2 years ago) #51
I would assume you pass some sort of flag to the LoadTexture function to specify you want the alpha loaded as well. Just guessing, since I don't use MiniB3D.


Plash(Posted 2 years ago) #52
Yes, it seems it has a flag for loading alpha textures. I'm still trying to figure out why its crashing on loadmesh..


Ross C(Posted 2 years ago) #53
I used the trees in blitz. However, i had to change the masked png's, into .dds textures for them to work ok. I did that in ultimate unwrap. Worked fine after that.


Terry B.(Posted 2 years ago) #54
sweet


Ryan Burnside(Posted 2 years ago) #55
Are you using Lindenmayer systems for this? I've built many similar things in 2d but this looks cool.


grindalf(Posted 2 years ago) #56
any chance you could make it so you can hide the background sphere.
i have been snapshoting the trees and useing them in a 2D project but removing the shades of grey is a right bitch.


fredborg(Posted 2 years ago) #57
Hi,

@Ryan: No, it doesn't use Lindenmayer systems, it uses Fredborg systems :)

@grindalf: You can save a render of the tree, by clicking the icon of a disc with a red arrow.


grindalf(Posted 2 years ago) #58
found it thanks.
shame it doesent render the shadow as well


Chroma(Posted 1 year ago) #59
Sorry to resurrect this post...but did anyone figure out how to load these trees into Blitz3d with the masking fixed (not alpha)?


MikhailV(Posted 1 year ago) #60
Great, cool, thanks!

I too have a problem, as Plash - http://blitzbasic.com/Community/posts.php?topic=77339#873434

Very much it would be desirable to support DDS textures,
and 'Render to file' with sizes more 512x512 (is desirable 1024õ1024 and 2048x2048).


Ross C(Posted 1 year ago) #61
Yep, place the .png textures with .dds textures instead. The masking works straight off.


MikhailV(Posted 1 year ago) #62
Yes, you right.

p.s. And pseudo ambient occlusion (with vertex colors) will be good :)


Chroma(Posted 1 year ago) #63
Ok but tree[d] doesn't let you import .dds textures. How are you replacing them?


Chroma(Posted 1 year ago) #64
Anyone? How do you replace the .png with .dds textures?


ShadowTurtle(Posted 1 year ago) #65
1. hex-editor: change .png into .dds
2. place the .dds files in the folder.

if you like, you can create a tool for this.


Chroma(Posted 1 year ago) #66
Hmm...I'm using a hex-editor called XVI32 and Leadwerks dds convertor and now my app just hangs there trying to load the model....


System4 Studios(Posted 1 year ago) #67
Try ImageConverter Plus..

http://www.imageconverterplus.com/help-center/work-with-icp/examples/how-to-convert/png_dds.html


Chroma(Posted 1 year ago) #68
Ok i got if figured out. The .b3d file stores the paths back to the tree[d] folder (which I have no clue why it wouldn't save the used textures to the target folder...)

Also, masking is working now but the texture banding is horrible.

Anyone know how to enable mipmapping on a texture that's loaded by the .b3d model?

And the model seems stuck on full bright. I've tried EntityFX,0 and no dice.


fredborg(Posted 5 months ago) #69
Hi,

Just a quick shout to let you know it now has .obj export as well..

Go get it here!

Hope all is well with everybody!


jhocking(Posted 5 months ago) #70
woo great thanks!


Hotshot2005(Posted 5 months ago) #71
oooh look much better than before...

well done Fredborg


DareDevil(Posted 5 months ago) #72
hi all,

i have a litle problem!!

this tree is very good, the my problem is a animation tree, this tree in B3D

can this?

tnks


Steve Elliott(Posted 5 months ago) #73
Veerrrry nice! :-D


Ion(Posted 1 month ago) #74
No need to replace png textures with dds if you use fredborgs LoadMaskedTexture.

leafTex = LoadMaskedTexture("leaf26.png")
tree = LoadAnimMesh("tree.x")
EntityTexture GetChild(GetChild(tree, 1), 1), leafTex