tree[d] returns...

Community Forums/Showcase/tree[d] returns...

fredborg(Posted 2008) [#1]
Hi,

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

Click image to read more and download...



RifRaf(Posted 2008) [#2]
Nice, finally it exports to b3d! I was just thinking about this tool. Thank you for the additions.


puki(Posted 2008) [#3]
Get to the back of the queue "RifRaf".


Brucey(Posted 2008) [#4]
Waiting patiently for your port to BlitzMax :-)


RifRaf(Posted 2008) [#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 2008) [#6]
wow! fred, you are the best ;)


Ross C(Posted 2008) [#7]
Thanks man!


Wings(Posted 2008) [#8]
This will add some trees to my little island.. loves it.


impixi(Posted 2008) [#9]
Nice!


EOF(Posted 2008) [#10]
Nice app Fredborg

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


Mortiis(Posted 2008) [#11]
I loved it! Thanks!


andy_mc(Posted 2008) [#12]
nice, is this totally free?


Mortiis(Posted 2008) [#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 2008) [#14]
thx :)


fredborg(Posted 2008) [#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 2008) [#16]
thanks for the great tool


maximo(Posted 2008) [#17]
its amazing, you should continue improving on this thing :)


YellBellzDotCom(Posted 2008) [#18]
Awesome! Thank you for the generosity! Awesome!


t3K|Mac(Posted 2008) [#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 2008) [#20]
Yeah, to get a decent looking tree, it's 4,000+ polygons.

Looks great though.


Boiled Sweets(Posted 2008) [#21]
Thank you!


fredborg(Posted 2008) [#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 2008) [#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 2008) [#24]
Thanks for the tip fredborg :o)


Filax(Posted 2008) [#25]
Great !! as always fredborg :)


maximo(Posted 2008) [#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 2008) [#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 2008) [#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 2008) [#29]
Addind .DDS support would be cool.


Filax(Posted 2008) [#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 2008) [#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 2008) [#32]
Ok fredborg ! lol :)


Mortiis(Posted 2008) [#33]
Is it impossible for you to add DDS support for textures? I really could use it.


Ross C(Posted 2008) [#34]
Man, that is sweeeeeeeet. That settings you suggested i mean :o) Is the animation hierarchical? Or boned?


mkg(Posted 2008) [#35]
Very nice indeed. Thanks a lot!


itsdanreed(Posted 2008) [#36]
Very nice, how does this compare to AlienCodec's Treelife and Plantlife? (I own both)


Jerome Squalor(Posted 2008) [#37]
i love this thing!


Chroma(Posted 2008) [#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 2008) [#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 2008) [#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 2008) [#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 2008) [#42]
Thank you for this fredborg it is an absolute gem of a tool, you never cease to amaze me.

Thanks
Brendan


plash(Posted 2008) [#43]
Whats the deal with it exporting a quadrillion materials?


fredborg(Posted 2008) [#44]
It exports 3 materials, that's at least one fantasillion away from a quadrillion...


plash(Posted 2008) [#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 2008) [#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 2008) [#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 2008) [#48]
The 2d layered trees work best and look pretty good :o)


plash(Posted 2008) [#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 2008) [#50]
Before I embark on a loadalphatexture function for minib3d, has anyone already made this?


N(Posted 2008) [#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 2008) [#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 2008) [#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 2008) [#54]
sweet


Ryan Burnside(Posted 2008) [#55]
Are you using Lindenmayer systems for this? I've built many similar things in 2d but this looks cool.


grindalf(Posted 2008) [#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 2008) [#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 2008) [#58]
found it thanks.
shame it doesent render the shadow as well


Chroma(Posted 2009) [#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 2009) [#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 2009) [#61]
Yep, place the .png textures with .dds textures instead. The masking works straight off.


MikhailV(Posted 2009) [#62]
Yes, you right.

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


Chroma(Posted 2009) [#63]
Ok but tree[d] doesn't let you import .dds textures. How are you replacing them?


Chroma(Posted 2009) [#64]
Anyone? How do you replace the .png with .dds textures?


ShadowTurtle(Posted 2009) [#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 2009) [#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 2009) [#67]
Try ImageConverter Plus..

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


Chroma(Posted 2009) [#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 2010) [#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 2010) [#70]
woo great thanks!


Hotshot2005(Posted 2010) [#71]
oooh look much better than before...

well done Fredborg


DareDevil(Posted 2010) [#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 2010) [#73]
Veerrrry nice! :-D


Ion(Posted 2010) [#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