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Enviro-Packs Thread (5) - More Rocks added

Posted: Fri Feb 05, 2010 2:44 am
by Sky_216
WIP thread:
forums/viewtopic.php?f=29&t=22138&p=380678#p380678


(1) - Tropical Plants Pack 1
This is a set of tropical plants made (mostly) by me using the T-Gen XSI plugin.
It also includes killst4r's awesome palm trees, which I converted to msh format.
All files have odfs with them, except the "Misc. Groundplants" which only have textures, msh and option files. You can make your own odfs for these if you like, but they're intended to be used mainly as foliage.
Most plants were based on or inspired by real world plants/trees.

Pics:
Hidden/Spoiler:
Image

Image

(2) - Dead Trees Pack
Set of dead trees and rootmasses. Textures can be easily switched around. Like the tropical palms the trees have a main object and a detail object that should be snapped together using multiselect in ZE. Also, the main objects for the trees won't show up in mshviewer, but do fine ingame and in ZE. :)

Pics:
Hidden/Spoiler:
Image

(3) - Mushroom Pack
Set of big mushrooms. Most are single objects, the big tree mushrooms come in 2 parts. Lots of textures included that you can switch around. Edit however you wish.

Pics:
Hidden/Spoiler:
Image

(4) - Crystals Pack + Rocks
This is another enviro pack, with a large set of crystals and five rocks. All made by me in XSI, crystals made using T-Gen plugin.

Cystal's glow enabled. Its a bit excessive, that's because I brightened up the default texture they use. Using another texture/darkening it a little should reduce the glow.

Large set of rock and crystal (multicoloured) textures included. All originals.

Pics:
Hidden/Spoiler:
with glow off.
Image

with glow on
Image

Image

(5) - more Rocks
Set of rocks + a rock arch. All 100% original, including textures. several textures included (all seamless).
Look similar to the rocks included in the crystal pack.

http://www.filefront.com/15630871/Sky%2 ... et%201.exe


Download all packs together here

Re: Enviro-Packs Thread (1)

Posted: Fri Feb 05, 2010 6:32 am
by Delta-1035
Good job! :thumbs:

Re: Enviro-Packs Thread (1)

Posted: Fri Feb 05, 2010 8:29 am
by lucasfart
These look awesome Sky! good work on the converting, looks really good in game and the small foliage which i'm guessing you made looks really good to.......i have a feeling we're gonna see a lot more tropical maps now :yes:

Re: Enviro-Packs Thread (1)

Posted: Fri Feb 05, 2010 10:49 am
by [Skirata]Darman[M]
Veeeeeeery nice. I love those palms. Until now the only props in that way were those saleucami trees.

Re: Enviro-Packs Thread (1)

Posted: Fri Feb 05, 2010 9:33 pm
by Fiodis
T-Gen ftw, indeed. Very nice.

Re: Enviro-Packs Thread (1)

Posted: Fri Feb 05, 2010 11:01 pm
by Darth_Squoobus
Lovin' the tropical plants, any idea what's next?

Re: Enviro-Packs Thread (2) - Dead Trees added

Posted: Sun Feb 07, 2010 5:55 am
by sampip
Darth_Squoobus wrote:Lovin' the tropical plants, any idea what's next?
Looks like dead trees :D. Nice work, Sky!

Re: Enviro-Packs Thread (2) - Dead Trees added

Posted: Sun Feb 07, 2010 4:27 pm
by bobfinkl
Very useful assets, but I have to say placing those palm trees was one of the worst experiences I've ever had in my bf2 modding career, I highly suggest doing what Pandemic did with their trees to yours to make placement easier.

Re: Enviro-Packs Thread (2) - Dead Trees added

Posted: Sun Feb 07, 2010 5:02 pm
by Sky_216
bobfinkl wrote:Very useful assets, but I have to say placing those palm trees was one of the worst experiences I've ever had in my bf2 modding career, I highly suggest doing what Pandemic did with their trees to yours to make placement easier.

Really? How? All you do is place both bits, Multiselect the one in the correct position first then the other, and snap them together. Make an obg group file if its so hard.

And the tree this is most like, the giant Kashyyyk tree, is set up in the same way. Normal BF2 trees are simpler and have animated, lower resolution foliage.

As far as combining mshs into one object, its probably possible but it'll take longer and some of the models will be close to (possibly over) the reasonable poly limit for objects in that case.

Re: Enviro-Packs Thread (2) - Dead Trees added

Posted: Sun Feb 07, 2010 5:24 pm
by bobfinkl
Skyhammer_216 wrote:Make an obg group file if its so hard.
That function is broken in ZE, or atleast it is for me.

And as for the rest, I have atleast 100 trees doing that for each individual tree gets to be a pain REALLY quickly. The Kashyyk tree is that way because they only placed about 4 of them, and what I mean by setting it up the way Pandemic did is add it through the odf by attaching it to a hardpoint.

Re: Enviro-Packs Thread (2) - Dead Trees added

Posted: Sun Feb 07, 2010 5:32 pm
by Sky_216
bobfinkl wrote:
Skyhammer_216 wrote:Make an obg group file if its so hard.
That function is broken in ZE, or atleast it is for me.

And as for the rest, I have atleast 100 trees doing that for each individual tree gets to be a pain REALLY quickly. The Kashyyk tree is that way because they only placed about 4 of them, and what I mean by setting it up the way Pandemic did is add it through the odf by attaching it to a hardpoint.

Ahh. See your point. Can you use the copy function? Although that can be a pain to use. Do you know if you can load obg groups?
Didn't know you could attach any odfs via other odfs. If it works I'll do it for the next version.

Re: Enviro-Packs Thread (2) - Dead Trees added

Posted: Sun Feb 07, 2010 6:23 pm
by bobfinkl
Skyhammer_216 wrote:Can you use the copy function? Although that can be a pain to use. Do you know if you can load obg groups?
Yes I did use it but it kills the diversity of plants that you see and makes me still have to place and put together most individually, and I don't know if I can open obg groups, I haven't tried it before.

And the code directly from the yav_prop_leaftree2.odf:
Hidden/Spoiler:
AttachOdf = "yav_prop_leafpatch"

AttachToHardPoint = "hp_branch_2"
AttachToHardPoint = "hp_branch_3"

AttachToHardPoint = "hp_branch_7"

AttachToHardPoint = "hp_branch_15"
AttachToHardPoint = "hp_branch_17"

AttachToHardPoint = "hp_branch_12"

AttachOdf = "yav_prop_leafpatch2"
I can't do the same adding of code to the palm trees because I don't know what if any hardpoints you added to the model.

Re: Enviro-Packs Thread (2) - Dead Trees added

Posted: Sun Feb 07, 2010 6:25 pm
by Sky_216
bobfinkl wrote:
Skyhammer_216 wrote:Can you use the copy function? Although that can be a pain to use. Do you know if you can load obg groups?
Yes I did use it but it kills the diversity of plants that you see and makes me still have to place and put together most individually, and I don't know if I can open obg groups, I haven't tried it before.

And the code directly from the yav_prop_leaftree2.odf:
Hidden/Spoiler:
AttachOdf = "yav_prop_leafpatch"

AttachToHardPoint = "hp_branch_2"
AttachToHardPoint = "hp_branch_3"

AttachToHardPoint = "hp_branch_7"

AttachToHardPoint = "hp_branch_15"
AttachToHardPoint = "hp_branch_17"

AttachToHardPoint = "hp_branch_12"

AttachOdf = "yav_prop_leafpatch2"
I can't do the same adding of code to the palm trees because I don't know what if any hardpoints you added to the model.
None, but the ones in yavin trees add foliage clumps. Not sure if you can add other props, although I guess since they're both odfs it should work. Will try.

Re: Enviro-Packs Thread (2) - Dead Trees added

Posted: Sun Feb 07, 2010 6:37 pm
by bobfinkl
Skyhammer_216 wrote:but the ones in yavin trees add foliage clumps.
Any object would work just fine, they just chose to use foliage clumps.

Re: Enviro-Packs Thread (2) - Dead Trees added

Posted: Sun Feb 07, 2010 10:38 pm
by Maveritchell
bobfinkl wrote:That function is broken in ZE, or atleast it is for me.
Is it really broken or do you just not know how to use it? What do you mean by "broken" (be specific, please)?

Re: Enviro-Packs Thread (2) - Dead Trees added

Posted: Mon Feb 08, 2010 12:20 am
by bobfinkl
Maveritchell wrote:Is it really broken or do you just not know how to use it? What do you mean by "broken" (be specific, please)?
When I press save and I check where I saved it at there is nothing there, I believe that I actually might have had it working once before on my old computer so if I remember that correctly then that's got to be the issue.

Re: Enviro-Packs Thread (3) - Mushrooms added

Posted: Fri Feb 12, 2010 4:21 am
by Sky_216
Hidden/Spoiler:
@bobfinkl:

Since I exported the models with mshex they should all have a hardpoint called transfogroupx where x is a number.
Attaching the leaf half odf to this *should* set them up....

hardpoint names:

hpalm_1 - transfogroup9
hpalm_2 - transfogroup23
hpalm_3 - transfogroup18
hpalm_4 - transfogroup21
hpalm_g - transfogroup27
hpalm_l - transfogroup11

palm_1 - transfogroup3
palm_2 - transfogroup4
palm_3 - transfogroup14
palm_4 - transfogroup20
palm_g - transfogroup1
palm_l - transfogroup13
EDIT: Mushrooms added.

Re: Enviro-Packs Thread (3) - Mushrooms added

Posted: Fri Feb 12, 2010 7:41 am
by Delta-1035
Those mushrooms are really good. :thumbs:

Re: Enviro-Packs Thread (3) - Mushrooms added

Posted: Fri Feb 12, 2010 2:52 pm
by sampip
Delta-1035 wrote:Those mushrooms are really good. :thumbs:
QFT. They look fantastic!

Re: Enviro-Packs Thread (4) - Crystals + Rocks added

Posted: Tue Feb 16, 2010 7:29 pm
by Sky_216
New stuff added.

Hopefully alien plants will be next.