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Author Topic: Simple Winter Trees  (Read 3076 times)

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genXgamer

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Simple Winter Trees
« on: January 14, 2024, 01:21:01 AM »

G'day everyone

While my own tree project is on hold (permission/license), I thought I would make some simple winter trees for Uzin.

On completion I realised my preference was for the simpler two crossed plane models of the grouping models, as they retained their sparse winter appearance.
So I re-did all the singles trees, one positive is they're now even lower poly.
Original models have been included for those who prefer a fuller appearance (requires increased viewing distance or second LOD).

I am capable of reducing the face count down to just five, however this introduces an anomaly where the shadow doesn't marry up with the base of the tree trunk.
This is due to part of the model being below ground level and can be seen with some current in-game models (see below).
Of course no shadows, no problem.

A number of trees with their thin/branchiness appearance have a relatively short viewing distance and should be utilised in and around airfields, the spruce tree on the other hand can be seen for absolute miles.

Shadows were requested so they are ON by default, they can be disabled by writing IgnoreShadowData in their static entry.
When placing a single tree on a map the shadow may appear strange so rotate the model till one looks right, remembering however the sun shifts position.
Nothing can be done for the tree groupings, it is what it is.

Tree groupings have different spacing and orientation to those currently found in-game, if this is a problem I'll edit them.

All images come from CadNav.com
They offer FREE 3d models for non-commercial use.

This work is free from any restrictions, in other words do whatever you want with it.

https://www.mediafire.com/file/fvikmzvn2eohoqo/SWT.7z/file

Suggested tweaks by WxTech to LOD and base.mat files can be found in replies #6 and #18 (for now).







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Artiglio

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Re: Simple Winter Trees
« Reply #1 on: January 14, 2024, 04:06:53 AM »

They are absolutely fantastic  😉💪🏻
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SAS~GJE52

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Re: Simple Winter Trees
« Reply #2 on: January 14, 2024, 04:57:35 AM »

Great addition,

many thanks

G;
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WxTech

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Re: Simple Winter Trees
« Reply #3 on: January 14, 2024, 07:11:18 AM »

Thanks, Shane; wonderful variety!

I haven't sauntered over to my computer to download yet, and so the following is mentioned as general guidance...

Creative use of the mipmap and/or blend parameters in the .mat file can permit to see a scrawny model for a longer distance. Without it, a texture tends to be more 'flickery', 'shimmery' and quicker to disappear.

For the 'row of trees' models, where parts of the trunks extend to a fair distance below ground, the shadows of these submerged portions extend toward the Sun, as well shown in one of your attached images. It's as though the underground part produces a 'reflected, inverted' shadow. You can ameliorate this by making black the appropriate portion of the lower trunks in the alpha channel. Of course, if such objects are placed on more steeply sloping terrain one or more of the trunks could terminate before ground level, floating in the air.
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Uzin

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Re: Simple Winter Trees
« Reply #4 on: January 14, 2024, 10:06:20 AM »

These wonderful trees tried in Lvov_RRR_W map, at 9 A.M., in Przemysl:

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Piotrek1

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Re: Simple Winter Trees
« Reply #5 on: January 14, 2024, 10:26:40 AM »

impressive work, Thank you, genXgamer 8).

Best regards,
Piotrek
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WxTech

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Re: Simple Winter Trees
« Reply #6 on: January 14, 2024, 10:22:17 PM »

I've been playing around with the Winter_Tree_1a object. Some observations:

Upon testing, I got the impression that LOD0 was always drawn, with LOD1 never being transitioned to. I successively reduced the value, from the provided 500, down to about 20 before seeing a transition, and that at a fair distance. I've settled on 12, which with a FOV of 60 or 70 (whatever the FMB value is set to upon starting the game) has the transition occur at a distance of roughly 300m.

My .msh [LOD] section values:
  12
  800

The farther value is already greater than supported; the object disappears at the same distance if the supplied value of 2000 is retained.

I reduced the Shine 0.1 to 0.0 in base.mat. Having a non-zero Shine value adds additional brightness, an intrinsic glow, which at night can look quite unnatural.

In both base.mat and the 25%.mat sibling I have:
  tfMipMap 0
  tfBlend 1

In base.mat:
  AlphaTestVal 0.7

In the 25%.mat:
  AlphaTestVal 0.6

With the two LODs provided, I find this to be the best integration of them. The actual use of the lower resolution texture (by greatly reducing the LOD 'distance') does cause the object to disappear at a somewhat nearer distance, the visibility limit now being being about equal to that for the pop-up trees. I find this to be preferable because this is a more harmonious treatment for the trees. And the use of blending causes less 'scintillation', and a somewhat 'smoother' overall look. The disadvantage of blending is a potential frame rate reduction if a great many of these trees are used.

I haven't fiddled with the conifers yet. Given their fulsome solidity, as opposed to the very scrawny branches of the bare deciduous trees, blending likely will not have to be utilized, or at least will not provide the same degree of benefit as for the scraggly trees.  ;)
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ljmagnum

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Re: Simple Winter Trees
« Reply #7 on: January 15, 2024, 12:53:34 PM »

Dear Mr genXgamer
 wonderful thx  4 ur efford
so useful 4 so many mission/variete

stay care gerald
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genXgamer

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Re: Simple Winter Trees
« Reply #8 on: January 15, 2024, 01:59:26 PM »

Hi Glenn

Having to do the single trees again and adding yet another tree to fill the empty forth tree slot, I just wanted to get the mod out.
So I slapped on an extra LOD making sure it worked but without doing any fine tuning.
The shine at night I did notice but for some reason that escapes me I did not alter the value.

The thing that was bugging me yesterday was the size of some trees, not knowing what type of trees these were I did them the same as my own Aussie trees (10 - 15 metres).
This doesn't really matter until they are placed next to a building like in Uzin's screenshot and you get a sense of scale.
If there is demand I could re-do a couple at a smaller 5 - 10 meters.



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MADMICK71

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Re: Simple Winter Trees
« Reply #9 on: January 15, 2024, 11:12:27 PM »


Thank's Genxgamer and Wxtech for your contributions much appreciated 8)

Mick.
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cbradbury

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Re: Simple Winter Trees
« Reply #10 on: January 19, 2024, 05:44:06 AM »

The trees seem to have a horizontal disc about halfway up their trunks? You can see that Uzin's screenshot above. Is there some game setting I can change to eliminate this?
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genXgamer

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Re: Simple Winter Trees
« Reply #11 on: January 19, 2024, 06:19:14 AM »

These are so you can see the tree from the air.
The horizontal plane is only viewable from one side only, transparent when viewed from below.
With the branchy see through trees it blends in nicely, but trees like the spruce it's very noticeable.

You would have to edit the mesh file to remove the horizontal plane.
If it was just one tree variety I'd edit it for you straight away, but there's twenty plus models to edit.



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