@Fredborg re: Tree[d]
Community Forums/Developer Stations/@Fredborg re: Tree[d]
| ||
PLEASE could you either : - release a version of Tree[d] that exports .b3d - release a .gls loader function I'd pay a small fee for an export enabled version. I don't mind having to buy Gile[s] to get at the trees, but its sooooo annoying to have to convert every single model with a 'middle-man' program. :( |
| ||
Also, if anybody else has a .gls importer could you please share it. Thanks :) |
| ||
No :) |
| ||
lol |
| ||
write a loader. or converter or stitchy if you would extend your offer for small amount of money to anyone who will write one for you , you might get a reply. im sure many poeple here would find writing a simple exporter or converter for Giles format easy. i wouldnt mind having one myself for tree(d) to use with maptile3d. and mmo crafter. So I wouldnt mind paying a small fee for it either. Format. http://www.frecle.net/giles/glsspecs.htm |
| ||
Alright - the first person to write me a fully working .gls loader function for B3D that I can use for whatever I want (no restrictions) can have a copy of ALE and access to all updates for free. If you don't want that, you can have a copy of anything from www.dyvision.co.uk And if you don't want anything from there (you picky person you) then make a monetary quote for the work (payable by electronic means like PayPal) or I'll buy one of your products in exchange. :) I could do it myself, but I'm VERY busy with ALE. Plus I hate writing importers/exporters ;) |
| ||
but I'm VERY busy with ALE I'll have the same problem at the weekend. |
| ||
LOL - Everybody loves ALE |
| ||
@stitchy well i see you are all for yourself here.. I was suggesting we both offer them a little cash via paypal.. then they could buy whatever they want.. be it software or somthing else. ill put 15.00 USD in the pot if someone will get a converter made up.. or loader. |
| ||
well i see you are all for yourself here.. I don't understand what you mean? 'Everybody loves ALE' is a beer joke :) If you want to put some money in the pot and get the loader that would be great. I was offering some products instead because its easier to do a straight swap via e-mail - but I did say I'd pay as well. I must stress though, I want a loader function, not another converter (Gile[s] already does that. I just want to streamline the pipeline a little bit. @Fredborg - Why not at least *condsider* a .b3d enabled version. Do it like Maplet (with .x) - anybody can have the 'lite' version but you have to pay for the .b3d export option. I understand that Tree[d] is like a 'lure' for Gile[s] (sort of a free gift) but its a great product by itself. You already have the export functions, and I'd pay $10-$15 for the .b3d version. I'm sure others would too - even Gile[s] owners. Back me up somebody :) |
| ||
I can understand why Fredborg would want to refrain from making a b3d enabled version. I think its wise of him to keep it as something unique to Gile[s]. And I am sure that he would want more than $10-$30 to allow someone to freely use the generation code within their applications. I would suggest that you take a look at the giles export format and write an importer as I don't see him changing his mind :) |
| ||
I would suggest that you take a look at the giles export format and write an importer as I don't see him changing his mind :) Thats what the plan is.. did you not read the above request addressed to the community ? |
| ||
Well, yes my main point was that I understand why Fredborg was doing it. I guess I could have left that last sentence out :) |
| ||
Some other sources for 3D trees, although they may not be suitable for games: http://www.treemaker.nl/ http://www.inf.tu-dresden.de/ST2/cg/downloads/publicplants/ Have fun! |
| ||
edit: I think it's a great app! |
| ||
Just curious, why doesn't tree[d] need a gile[s] serial number? |
| ||
Just curious, why doesn't tree[d] need a gile[s] serial number? It wouldn't be much of a marketing tool if you had to already own Gile[s] in order to run it, would it? ;) The idea is that you download Tree[D] for free, use it, like it, and it's another reason to buy Gile[s]. |
| ||
yes, but then why not just make it a demo without save function, and package it for free with gile[s]? I'm not complaining, but I just find this to be somewhat silly... Still fun to play with though :D |
| ||
tree[d] is free! But it can only export to .gls, so people who for some obscure reason doesn't want to use gile[s], will have to write their own loader. It isn't such a big mystery. |
| ||
Its not an obscure reason. I want this pipeline : Make tree -> Load tree in engine not Make tree -> Load Gile[s] -> Load Tree -> Export Tree -> Load Tree in engine. Can you see my point Fred? Like I said, I don't want this for free either. :) |
| ||
your path has just 1 failure -> where in this pipeline is the "lightmap tree"? :) |
| ||
If you think it's too cumbersome, then don't use it. Or write your own loader :) |
| ||
okay, so I can write my own loader? Thanks, that's all I need to know. I may be getting gile[s] eventually though, you'll be glad to hear. |
| ||
your path has just 1 failure -> where in this pipeline is the "lightmap tree"? :) Lightmapping every single tree in a scene is eventually going to kill your framerate (depending on number of trees of course). @Fred - I'm not saying its cumbersome. I'm not putting you down in any way at all. I LIKE your stuff - that's why I want to use it. :) |
| ||
Lightmapping every single tree in a scene is eventually going to kill your framerate (depending on number of trees of course). Not if you light them with vertex lighting and/or have a decent occlusion system in place. |
| ||
@Fred - I'm not saying its cumbersome. I'm not putting you down in any way at all. I LIKE your stuff - that's why I want to use it. :) I'm getting that feeling that my messages are bringing across the wrong tone... Ditto. |
| ||
Working on importer - Sofar it just grabs where the end of the file should be, where the start and end of where I think is vertice data is, and the names of the bark and leaves textures. This definitly won't be a general *.GLS importer - to difficult to do without specs. edit: tobad none of the 'vertex data' looks to be int he right range... it's all stuff like 3.05834903E+30 edit again: okay, I found vertex and triangle stuff that looks right, but that leaves the question unanswered: what's all the other stuff? ah well.... |
| ||
http://www.frecle.net/giles/glsspecs.htm |
| ||
Buy Gile(s) !!!!! I love you fredborg ... and thanks you for this great software. |
| ||
ah. hehe. Yeah. Gile[s] is a fantastic tool, but I don't have any need for it at the moment. The price is a bit high for me... I probably don't even need trees, so this is mainly just an experiment with monkeying around in files. If you don't want me to make a converter, fredborg, I won't. Those specs are kinda interesting... Probably a nice system so that future formats will be comoatible. |
| ||
It would be cool if owning Gile[s] enabled .b3d tree export in Tree[d] -- I think that is Skitchy's argument :) |