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Posted

Hi all.

 

I have done some improvements of the tree_01.lwo model.

 

1. First, I noticed that one of branches of the tree was doubled so it looked more bright than other branches. I have removed it:

 

old_tree.jpgnew_tree.jpg

 

 

2. Second, I have edited the normal map a bit (current, new):

 

branch1_local_old.jpgbranch1_local_new.jpg

 

- the brunches were made more volumetric

- every leaf is bended in its own angle to avoid flatness of branches. Unfortunately, I had to leave this effect vary small, because when overusing it the tree starts looking too untidy, like a venik for Russian banya.

 

 

 

3. Third, I made some fixes of the models/tree/branch1 material:

 

Old:

	{
	blend diffusemap	
	map textures/darkmod/nature/foliage/branch1
	translate	 0.01 * sintable [ time * 0.1], 0.03 * sintable [ time * 0.03]
	alphatest 0.5
}

bumpmap		 textures/darkmod/nature/foliage/branch1_local

 

New:

	{
	blend diffusemap	
	map textures/darkmod/nature/foliage/branch1
	translate	 0.01 * sintable [ time * 0.1], 0.03 * sintable [ time * 0.03]
	alphatest 0.5
	clamp
}
{
	blend bumpmap	
	map textures/darkmod/nature/foliage/branch1_local
	translate	 0.01 * sintable [ time * 0.1], 0.03 * sintable [ time * 0.03]
	clamp
}

 

- added normal map oscillation which is the same as diffuse map oscillation (upon a closer view the lack of normal map shift was noticeable)

- added 'clamp' keyword to remove artefacts appearing on the corners of branche poligons when the texture shifts

 

This is how old material looks:

old_material.jpg

 

(it's better to see the fixed variant in game on the animated texture)

 

 

All changes are in this pack:

http://hedonism.29ru...ee/new_tree.pk4

(small versions of the tree are also included).

 

You can install this pack and load new_tree.map to see the changes:

 

trees.jpg

 

 

1. If you want to use fixed tree models, get them from models\darkmod\nature\trees\new_tree

 

2. If you like new normal map, it's in \textures\darkmod\nature\foliage\new_tree folder

 

3. If you want to fix the material, do not get it from this pack because this one was ajusted for test purposes. Use the code I gave above instead.

 

Anyway, I recommend to fix the model and the material definition. Using the new normal map is a matter of taste.

 

I hope all this will be useful. Good luck!

Posted

Thank you very much! I vote for inclusion of thefixed variant, it looks good.

 

Would you also be able to build a simplified model of the same tree that could be used in LOD stages?

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

Oh, so *THAT's* the reason the leaves seemed a bit too bright. That's the tree I use quite a lot and once thought that it looked a bit unnatural, but could exactly point my finger at why. Good job, C!

Clipper

-The mapper's best friend.

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