|Making and Exporting Overgrowth
I thought I would make a tut on how to make and export overgrowth. The process will vary greatly depending on what you are trying to make. but in this tut I will just make a simple tree.
The tools I will be using are : 3ds Max 9 with the poe2 tools Photoshop CS3
Draw out a plane for the leaf texture. I used 4 height segments. But depending on what your trying to do it you might do it differently.
Then adjust the verts on the planes to give the branch a curve.
Add another BF2Staticmesh2 in the mat editor for the truck. I'm going to use base, Detail and Ndetail slots. Make sure the base texture is just a gray scale image as it will make the lod match much better. The detail texture must be named like so: tile_junglebark_03_de.dds. With tile_ as a prefix. If your planing to just use the base slot. You will need to add the pr texture null_de.dds on the detail slot. So it wont sway like the leaves. Then Do your uvmaping...
Then You will need to move, rotate, and clone your leaves planes it to position. Tbh this part is a bit of a dark art, and it will take some experimentation to make it look good.
Then make sure you export into the Vegitation Folder or it will not work as veg!!!
Load up the editor and take a look.
The reason you want to export it at this early stage is to make sure it looks good. Before spending time making the cols and lods .
Select your tree in element mode. Select the trunk and clone via copy to an new object. Call it col0 (which is the projectile collision mesh).
Rename a blank texture slot wood or trunk and drag it onto your col mesh.
Add a multires modifier to the mesh. click generate then reduce the verts. still making sure to keep the basic shape.
Now to got to tools-Channel info and clear the uv coordinates for channel 2 and 1 . Then collapse all in the stack.
Next delete your hierarchy leaving just your tree and 3 cols, select all these and run the staticmesh wizard again.
Now you export it like before. And reload the editor or click reload Geometry if you still have it open. In the tweaker bar select default then Material maps.Then select your material, I'm using the tree trunk material.
Last thing to do is edit the jungle_tree_06.con file and add an anchor point. Do the same for the jungle_tree_06_col.con. On this tree the anchor point is 1.6 meters higher than we want it. so add: ObjectTemplate.anchor 0/-1.6/0
GeometryTemplate.create StaticMesh jungle_tree_06 CollisionManager.createTemplate jungle_tree_06 ObjectTemplate.create SimpleObject jungle_tree_06 ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.creator COM:Administrator ObjectTemplate.collisionMesh jungle_tree_06 ObjectTemplate.mapMaterial 0 wood 0 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType 3 ObjectTemplate.geometry jungle_tree_06 ObjectTemplate.anchor 0/-1.6/0 include jungle_tree_06.tweak
CollisionManager.createTemplate jungle_tree_06 ObjectTemplate.create SimpleObject jungle_tree_06_col ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.creator COM:Administrator ObjectTemplate.collisionMesh jungle_tree_06 ObjectTemplate.mapMaterial 0 wood 0 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType 3 ObjectTemplate.anchor 0/-1.6/0 include jungle_tree_06_col.tweak
I'll be adding Info on making the lods soon.
|Last edited by GhostDance101; 2009-08-17 at 23:51..