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Teh pinetree modelpack

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Deleted member 126647

D

Deleted member 126647

Nice contribution to the site. I'll leave them here for now (possibly move to the terrain forum and sticky?) until the resource section allows zips.
 
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i'm a hardcore noob at importing...I cant seem to get these to show.
I imported the folder, changed the path to remove the war3mapImported\ part....:( i was having this problem earlier with some of B2M's doodads. Can anyone help or is there something im missing?
 
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Very awesome trees, however, whenever I import, a few of them will not work immediately, while others do, some you have to restart editor for, in case anyone wanted to use them, they're 11 kb's a piece and in my opinion look a lot more 'real' than blizzard's.

The death animation could of been a bit slower, but it still looks really good, also they don't wobble when they get hit (they are bigger trees) and I find this a good thing, for what I am going to use them for. Also there are some really odd quirky trees that look really different. Anyways really good job on the trees!

PS: Would help if you had an in-game screen-shot of the trees, if you don't feel like it, I could probably do it in like 10 minutes, and I could even label them.

Edit:DemonsofDante, it is just a model so it has no path, a model never has a "needed" path, only textures do, and these trees do not use any custom textures (imported) which makes them very nice they also have a low file size b/c of this which is awesome.

In object editor you need to set

Art - Model File - Variations to one, also you have to turn OFF Art - Model File - Has Lightweight model

PSS: Cav, that was the problem we had, we have to change lightweight model off for it to view in game, otherwise it only views in editor (in case anyone else had that problem with other trees like chriz's)
 
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ur |337 7233 m0d3|5 roxx0r teh BIGONE111

[off-topic] I have previously posted about tree model complications:
Yes, applying a custom model to tree walls is a tricky matter indeed.

As 'wulf said Art - Model file - Variations must be set to "1"

Even then, trees on your map may still be invisible in the game itself. If this is the case:
  1. Copy and paste a destructible with only one variation, such as a barrel.
  2. Rename the new custom destructible.
  3. Change the Pathing - Pathing Texture field to: Ashenvale Tree Wall <Base>
  4. Change the Stats - Hit Points field to: 50
  5. Change the Combat - Targeted As field to: Tree
  6. Change the Sound - Death field to: TreeWallDeath

Even then custom trees may still be bugged if the model file contains no birth, death, or chop animations.

+ REP!
 
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Just replacing it with a tree in the game, and setting it to "no lightweight model" and one variation, should always work, from what I have learned, and also where did you post that? would of saved me a few hours of grief... :confused:

edit: after searching the model, the point at the top in most of them is a bit off-center and it looks a tad weird, still wonderful models however
 
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Level 8
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Wow man these are awesome (realized i forgot to restart editor)


Should i put these in the Ultimate terraining map? I feel like they should be their own package, but they would help a great amount for a lot of terrainers.



I vote to sticky this somewhere
 
the fall tree looks wierd...
and you could add some model variations, not only texture variations...

looked at them more closely! the tree ( not the foliage) is way to high poly! use three or 5 sided cylinders!
the ruins tree looks too much like a plane with a texture on it.

all of them have the same model as base, plz modify them a bit to make them look more unique...

oh, i almost forgot: the treestump should go way much more into the ground so that it a terrainer puts it somewhere where the ground isnt even it still goes into it...

plz dont think i'm disliking it! i think it has potential, you just need to invest more time into every tree!
 
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crap, i realized they are too highpoly. thing is, it had far more complex roots. when i saw it is not needed i didnt remove useless faces, but i made a normal root of them... but high-polyness shouldnt really be a problem here? and all trees are the same: it is cause terrainers use DOODADS, not DESTRUCTABLES which allows them to change x,y and z scales. So trees actually look different.

baut fall tree, it has same problem like KEIFER tree. it looks okay ingame and in magos but not in other mdx readers.
 
terrainers use DOODADS, not DESTRUCTABLES which allows them to change x,y and z scales. So trees actually look different.

you dont get my point...

nothing with xyz, but the model itself.... one can see that the planes are one hundret percent the same way on every model... that unnatural and wont help terrainers make a natural landscape...

about highpolyness... well, you could let it that way, they arent THAT UBER HIGHPOLY, they are usable
 
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