Game Development Community

Making trees.

by J. Donavan Stanley · in Artist Corner · 01/03/2003 (7:08 am) · 7 replies

I've been insterested in leveraging "TreeMagik" to build trees for Torque. There doesn't seem to be a way to get from their format to DTS yet but they're working on additional file formats.

I thought I'd point out the tool so that others might request DTS export support as well, maybe we can generate enough demand to get them to add it.

#1
01/03/2003 (7:37 am)
That would definately be a great tool to have. Time to send them some email :D
#2
01/03/2003 (8:04 am)
If it could export to .dts without any SORT problems, I'd be willing to pay for it.
#3
01/03/2003 (8:05 am)
Maybe a .X to .dts converter would work?
#4
01/03/2003 (8:07 am)
Or maybe go the complicated way: import .x into LithUnwrap, export as .3ds and import into milkshape/3dsmax to use the .dts-exporters. I haven't tried this yet though.
#5
01/03/2003 (8:31 am)
If they haven't finished it already it looks like they were aiming for a 3ds exporter. This could be used to put them in Max or Milkshape and the DTS exporter from there. For the money it seems a complete bargin.

Personally I use .x format so it's ideal. Thanks loads for the link.
#6
01/03/2003 (9:37 am)
I've made quite a few trees with this. What I did is..

1) Save the file as .X format (in treemagik)
2) Went into Ultimate Unwrap and save as .3ds (since I couldn't import a .X file in milkshape or Max)
3) Open 3ds Max and import it.
4) Then did the steps needed to make it a DTS. (Creating bounding box, collision box, and LODs). I had no problems.

You also have to convert the chunk bitmaps (the leave bitmaps) to png's cause they are saved as bitmaps.
#7
01/06/2003 (10:11 pm)
I guess a script couldnt be made to do that, huh? ;-)

That'd be too sweet.

-Eric