Game Development Community

Trees and textures question...

by Daniel "Stormbringer" Churcher · in Artist Corner · 01/25/2002 (4:57 am) · 9 replies

I made a couple of different tree models, and in 3D Studio MAX they look fine, and when I export them, they export without problems, but I cannot use more than one png on the model when I look in the dtsbrowser program(I have it split into leaves.png and trunk.png, and put them in a multi/sub object thingy, like in the sample .max file). What do I need to do to load both of the .png's in the game?

Secondly, is it possible to animate the tree, to make it look like its leaves are swaying in the wind when close up?

Thanks in advance,
D. Churcher.

#1
01/25/2002 (5:04 am)
Hi

You can use more than one texture.
But when you use a face map and your object owns an UVW map, Torque ignores the face mapping opposite to 3ds max.

greetings
Daniel
#2
01/25/2002 (6:40 am)
Ok, I got it working with multiple skins, but now comes a new problem: I use the SORT::tree5 command on the model, and it gives me the following error:

(Title: Microsoft Visual C++ library)
Debug Error!

Program: d:\3dsmax4\3dsmax.exe
Module: d:\3dsmax\stdplugs\max2dtsexporter.dle

File:

Run-Time Check failure #3 - the variable 'BestCount' is being used without being defined

(Press retry to debug the application)


---
When I click anything, 3D studio MAX crashes back to the desktop. Any ideas? I have no idea what this BestCount thing is.
#3
01/25/2002 (1:02 pm)
The problem Daniel is trying to solve is the order of the redering of the polygons. leaves that shouldn't be visible are rendered over the others... the should be rendered first, or not at all, defenetly not last. Checking out the trees in the demo, I came to the conclusion they have the same bug. You dont really notice until you walk under them and look up.... you shouldn't be able to see the top leaves, but you do. Anyone knows how to fix this, or is this an engine bug and is everyone experiencing this problem? You don't really notice ingame, but still.... doesn't look good at all.
#4
01/25/2002 (1:09 pm)
Just rename teh tree model in 3dmax to begin with sort::

If your model is named tree64 then named it sort::tree64 and export again.

// Clocks out

www.flashthunder.com
#5
01/25/2002 (6:29 pm)
Yeah, but the problem is that it still crashes, with the message I wrote down previously... I'm not sure why its coming up... anyone have any ideas?
#6
01/25/2002 (8:14 pm)
mmm we are having some moderate to extended alpha issues.
mainly in interiors, i imagine similar to dts in the way they are ordered....
#7
01/26/2002 (3:21 am)
Karsten, are you using the max 3 or the max 4 exporter... just curious becuase it might be a bug in the max 4 exporter.
#8
01/26/2002 (3:33 am)
Im using Max 4, and its working fine. I don't have any problems with the sort:: renaming.

// Clocks out
#9
01/26/2002 (1:08 pm)
well I cant say the trees look bad.. but without this sort thing working its sometimes screwed ... like when standing right under them...
here's how they look for now:
acid.stormhosts.com/pics/tree2.jpg