cassius Posted January 7, 2016 Share Posted January 7, 2016 Is it possible to make our own vegetation models.A tree I just tried as vegetation came out looking white and far too big.Whts the difference? Am I missing something? Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
macklebee Posted January 7, 2016 Share Posted January 7, 2016 Is it possible to make our own vegetation models.A tree I just tried as vegetation came out looking white and far too big.Whts the difference? Am I missing something? No you can only ever use the models that Josh gives you via DLC. j/k... Without posting the model, all we can do is guess what the problem could be. Do you have a material assigned to the model's surfaces? Do you have your model scaled correctly in your modeling app to the appropriate size for Leadwerks before importing? Did you follow the vegetation tutorial/compare your material to the inherent tree model's material and assign the correct vegetation shaders? http://www.leadwerks.com/werkspace/page/tutorials/_/terrain-r9 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
martyj Posted January 7, 2016 Share Posted January 7, 2016 For your white parts, you need to make sure it uses an opacity shader and make sure the textures use DXT5 for your compression type. Quote Link to comment Share on other sites More sharing options...
cassius Posted January 7, 2016 Author Share Posted January 7, 2016 Thanks guys. I am making progress. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
cassius Posted January 7, 2016 Author Share Posted January 7, 2016 Ok. Almost there. But tree colors looks far too bright Any ideas? Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
martyj Posted January 7, 2016 Share Posted January 7, 2016 Could you give us a picture? Quote Link to comment Share on other sites More sharing options...
cassius Posted January 8, 2016 Author Share Posted January 8, 2016 I fixed the diffuse brightness of the trees but now they shimmer badly as my charater moves toward them. ( the leaves I mean )The shimmering stops when close up but the tree trunk is moving as though animated. Can someone give me a list of correct shaders for veg. Thanks. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
macklebee Posted January 8, 2016 Share Posted January 8, 2016 The terrain tutorial gives a place to start. Also if you have the Nature Model DLC that is a good reference as well. But essentially this is what is picked for the shader settings (assuming you are using a diffuse & normal texture) for Vegetation materials: Trees: Bark/Trunk Material: shader="Shaders/Model/diffuse+normal.shader" shader3="Shaders/Vegetation/diffuse+normal.shader" Leaves Material: shader="Shaders/Model/leaves.shader" shader1="Shaders/Model/Shadow/shadow+alphamask.shader" shader3="Shaders/Vegetation/leaves.shader" shader4="Shaders/Vegetation/Shadow/leaves.shader" Groundplants/grass: shader="Shaders/Model/leaves.shader" shader1="Shaders/Model/Shadow/shadow+alphamask.shader" shader3="Shaders/Vegetation/groundplants.shader" shader4="Shaders/Vegetation/Shadow/groundplants.shader" 1 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
macklebee Posted January 8, 2016 Share Posted January 8, 2016 For your white parts, you need to make sure it uses an opacity shader and make sure the textures use DXT5 for your compression type. Depends on the texture, its use, and the resulting look. DXT1 for trunk/bark textures as there is typically no need for transparency. DXT3 for leaves/branches textures when there is not a transparency gradient and large empty spaces with full transparency. DXT5 if you need a transparency gradient or you have artifacts from the other compression methods. See the descriptions for Compression in the texture tutorial for more details: http://www.leadwerks.com/werkspace/page/tutorials/_/textures-r6#section3.1 2 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
cassius Posted January 8, 2016 Author Share Posted January 8, 2016 Thanks again. learned a lot. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
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