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Re: Trees [Re: Puppeteer] #210015
06/07/08 10:16
06/07/08 10:16
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline OP
Expert
Puppeteer  Offline OP
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Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
getting more and more tree liek now

EDIT: BTW you can stop growing by pressing e wink (freezemode=1)

Last edited by Puppeteer; 06/07/08 10:32.

Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: Trees [Re: Puppeteer] #210018
06/07/08 10:25
06/07/08 10:25
Joined: Apr 2007
Posts: 582
Germany
Poison Offline
User
Poison  Offline
User

Joined: Apr 2007
Posts: 582
Germany
Trunkb.mdl is missing... frown


Everything is possible, just Do it!
Re: Trees [Re: Poison] #210021
06/07/08 10:33
06/07/08 10:33
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline OP
Expert
Puppeteer  Offline OP
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Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Now it will work smile


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: Trees [Re: Puppeteer] #210031
06/07/08 11:13
06/07/08 11:13
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Some tips to get better results:

- avoid all popping up
- let the leaves grow as well
- use a model for the branch which is at the bottom as small as the upside part
- place an additional vertex as a starting point for the following branch which is within the middle of the branche, I mean, still almost at the upper end of the branch but not at any edge of the branch
- limit the size from generation to generation of branch

Have fun! smile

Re: Trees [Re: Pappenheimer] #210032
06/07/08 11:25
06/07/08 11:25
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline OP
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Puppeteer  Offline OP
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Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Originally Posted By: Pappenheimer
- avoid all popping up

Hmm i might use transparent or somethin like that...
Originally Posted By: Pappenheimer
- let the leaves grow as well

Yes I;ve done somthing like this but the main problem was that the "popping" effect of the leaves was a lot stronger with that.
Originally Posted By: Pappenheimer
- use a model for the branch which is at the bottom as small as the upside part

hm yeah maybe it looks better...
Originally Posted By: Pappenheimer
- place an additional vertex as a starting point for the following branch which is within the middle of the branche, I mean, still almost at the upper end of the branch but not at any edge of the branch

This will be a problem because i trace along each branch to check if they collide or something so this would cast a lot more problems
Originally Posted By: Pappenheimer
- limit the size from generation to generation of branch

Principally it is. The next branch is max only 75% of the one before so if i limit the first one all other will stop growing too.


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: Trees [Re: Puppeteer] #210034
06/07/08 11:31
06/07/08 11:31
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
seems that procedural generation is the new cutting edge on the 3dgs projects forum :P

Re: Trees [Re: lostclimate] #210049
06/07/08 13:26
06/07/08 13:26
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline OP
Expert
Puppeteer  Offline OP
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Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
procedural generation and AI were the only things i'Ve done so far for fun with 3DGS laugh
Little update with growing leaves size limit and createing more than one tree (if the first one is finished he will create a seed which falls down to the ground)
Klick


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: Trees [Re: Puppeteer] #210051
06/07/08 13:45
06/07/08 13:45
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Joined: Oct 2004
Posts: 4,134
Netherlands
I did procedural generation years ago with c-script, can't really say it's the cutting edge :P.

Nice tree already, eager to see what the next update will look like smile.


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Re: Trees [Re: Joozey] #210052
06/07/08 13:52
06/07/08 13:52
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
"I did procedural generation years ago with c-script, can't really say it's the cutting edge :P."

ok well the big thing, you have puppeteer with trees and chrisb with landscapes. now we just need monster creation somehow

Re: Trees [Re: lostclimate] #210056
06/07/08 14:44
06/07/08 14:44
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Joined: Oct 2004
Posts: 4,134
Netherlands
Hehe, and create spore with 3dgs? smile


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