Meshing Question Tree graphics

T.Neo

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I'm making tree meshes.
There will be a lot of them so they need to be low poly.
I'm thinking a two polygon mesh with an alpha channel texture.

Can anyone direct me to a free rescource of tree graphics that could be made into textures?

Thanks.
 

escapetomsfate

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T.Neo

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Try http://photobucket.com/images/tree/
Lots of images might are irrelevant, but keep searching through and I'm sure you'll find one.

Most of them were irrelevant...


Are you planning to use them in a base or something? I'm writing a module that sort of links in with this, I could try to make an autogen if you want.

I'm actually doing them for the inside of a ship (long story), not a base.

I'm writing a module that sort of links in with this, I could try to make an autogen if you want.

I'd love some sort of "plant module", see this thread:
http://orbiter-forum.com/showthread.php?t=6379

I'd be fine with it as long as the trees were not rendered as individual vessels.
 

escapetomsfate

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Most of them were irrelevant...
Lol, sorry. I forgot how unprofessional phtobuckett is.



I'm actually doing them for the inside of a ship (long story), not a base.
Good luck with that. :speakcool:



I'd love some sort of "plant module", see this thread:
http://orbiter-forum.com/showthread.php?t=6379

I'd be fine with it as long as the trees were not rendered as individual vessels.
I'd want something like that too. But according to Artlav:

Doable? No. Not in this decade.

I might give it a go though. Will keep you updated.
 

T.Neo

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I might give it a go though. Will keep you updated.

:speakcool:

I'd say give it a go. You'll never know if it works if you don't try it. ;)
 

liber

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For the ship...hmmmm...maybe something like this,with no texture...you could rotate and resize it for varius tree shape...
 
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T.Neo

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For the ship...hmmmm...maybe something like this,with no texture...you could rotate and resize it for varius tree shape...

There are going to be a lot of trees. ;)
Already "tree2" is 3253 triangles- far too many.
Compare that with four triangles for a transparent texture tree mesh...

Nice meshes though.
 

escapetomsfate

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Liber, are they yours? Would you mind if I stole them for my Autogen module? =P
 

liber

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Liber, are they yours? Would you mind if I stole them for my Autogen module? =P

No thay are not mine...thay are from 3D warehouse...so sorry,for private use go ahed,but for public release don't know...use it if you got complain than remove it...:lol:

---------- Post added at 07:16 PM ---------- Previous post was at 07:14 PM ----------

There are going to be a lot of trees. ;)
Already "tree2" is 3253 triangles- far too many.
Compare that with four triangles for a transparent texture tree mesh...

Nice meshes though.

Ok...for few at base could survive,but if you got to many than all become to big.
 

T.Neo

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I have the mesh/texture.
However, part of the tree now lets you see straight through the other part.
This happens only on one side, it works fine on another...

Any reasons why? I've had problems with transparency before...
 
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escapetomsfate

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I have the mesh/texture.
However, part of the tree now lets you see straight through the other part.
This happens only on one side, it works fine on another...

Any reasons why? I've had problems with transparency before...

Hm...Is anti-aliasing enabled on your graphics card? try tweaking the video settings on the launchpad, too. Orbiter has trouble with thin meshes for some reason (from what I've seen, anyway).
 

T.Neo

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Hm...Is anti-aliasing enabled on your graphics card? try tweaking the video settings on the launchpad, too. Orbiter has trouble with thin meshes for some reason (from what I've seen, anyway).

I have a vague idea of what anti-aliasing is, but I haven't the foggiest idea of how to configure it.

And I've seen thin mesh problems before, but this is different; it is a transparency problem.
A transparent mesh is making another part of the mesh invisible.
And it's only happening on certain faces.
 

liber

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I have a vague idea of what anti-aliasing is, but I haven't the foggiest idea of how to configure it.

And I've seen thin mesh problems before, but this is different; it is a transparency problem.
A transparent mesh is making another part of the mesh invisible.
And it's only happening on certain faces.

Copy same face with animator than past on same position over previous mesh just for this segment go on edit and flip normal...now when you export to orbiter you will have two face mesh.
 

T.Neo

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Copy same face with animator than past on same position over previous mesh just for this segment go on edit and flip normal...now when you export to orbiter you will have two face mesh.

I know about one-faced meshes and I've had them before.
This isn't a one-faced mesh, it's a transparency problem.
 

liber

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I know about one-faced meshes and I've had them before.
This isn't a one-faced mesh, it's a transparency problem.

I'm not shure but I think that your problem is with mesh...
Try to appy your texture to this mesh.

Open mesh with notepad and at bottom put name of your texture.
 
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T.Neo

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I'm not shure but I think that your problem is with mesh...
Try to appy your texture to this mesh.

Open mesh with notepad and at bottom put name of your texture.

That mesh wasn't made to my UV params, so the textures are off.
But same problem: for one set of faces; it works, for the other set, you can see through both.
 

liber

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That mesh wasn't made to my UV params, so the textures are off.
But same problem: for one set of faces; it works, for the other set, you can see through both.

Same mesh,transparent with booth side...need to be make without shadow...
Alpha channel aded to dds.
 
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T.Neo

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