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Ketchup

moving with the wind

Hey !

 

it happends lately to have saw the blueberry transfered to crop (from your CC mod) and i noticed that it looks like the same mesh as the vanilla blueberry which you probably just called it through blueberryMesh.rsc.... and what i noticed is that blueberry swings alot with the wind (like the leaves of trees) so my question is :

 

what is the trick to make them swing like that ? what i need to do to have my crops swing like that with the wind ?

i dont see anything special in the code of the blueberry out of the line :     float _maxDepthDraw = 60.0; which seems not be related.

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That's a really good question that I don't have an answer for.

They appear to be set to animated = false.

I tested a few other crops, but they don't sway. We didn't do anything special to the blueberries. It is using the vanilla blueberry mesh, like you said.

Hmm...

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Posted (edited)

the blueberries are looking so good when they swing with the wind...

i think it is a must have for alfalfa or even other crops like barley, corn, wheat .... and so on

Edited by Ketchup

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Could it be the same UV set up as trees?

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i am still waiting and hoping for an answer from @ShockPuppet :) i hope he will comeback to this forum one day ^^

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I posted this originally in another thread and will bring it here...

Hi guys,

 

So @Ketchup I am by no way any good at modelling and am still figuring it out but I might be able to help you with the swaying of the leaves. I managed to do it with my trees and was very excited to see them sway in game. It is down to your UV maps. If you look at the model of the fig tree example, it has 3 UV channels. 'UVChannel_01' is your texture mapping, 'UVChannel_02' is your AO, and 'UVChannel_03' is the swaying. 

I'll show you the spruce tree. So we have three UV channels for our tree.

Spruce01.thumb.jpg.718adb135d0e73d978b326effbbf7eba.jpg

 

The first UV channel is for the texturing. In this tree, I've used two materials, one for bark and one for branches. I've scaled the tree trunk rather large to make the bark look detailed... in vanilla trees it is very stretched.

Spruce02.thumb.jpg.5631d8369663445aeba41b561be3b3ca.jpg

 

The second is for the AO. I've used the 'Smart Project' unwrap to get this, then baked the OA.

Spruce03.thumb.jpg.356590893d877dfaae82ba3828155a91.jpg

 

The third UV channel is for the swaying. There are two things to note. In this, I have used 'Reset' unwrap to make all of the branches a square, piled on top of each other, filling the whole UV map. My branches in this example are only 1 face each, I've not yet tried doing more but that is what I want to do next.

Spruce04.thumb.jpg.e5c336529f922b8b94af7054d66b2f71.jpg

 

If we zoom in on this one, that dot is my tree trunk. This makes it not sway in the wind! I added this channel last, so the only way I could do this was to scale the UV coordinates down until they were all on one spot.

Spruce05.thumb.jpg.7805f3306d9393f94ab27961421e1769.jpg

 

 

And that is pretty much it.

 

As for the leaves dropping, I think this is the 'BillboardMaterial' that is referred to in the 'Models/MaterialInstance/FigTree.rsc' of the example file...

MaterialInstance resource
{
	Material _material = "Material\Billboard\BillboardMaterial.rsc";
	Texture _textures
	[ 
		{
			String _name = "diffuse";
			ImageBuffer _texture = "Models\MaterialInstance\FigTreeTexture.rsc";
		}
	]
}

I used this for my maple and aspen and the leaves appear in spring, sway, always face camera, and disappear in winter. Again, I think this reads the 3rd UV channel, so you have to have the tree trunk at 0'0'0 otherwise it will also sway and disappear... maybe. I might go to 2 materials for the maple and apsen to make the leaves look better because I don't like how they look in game at the moment.

Oh and the billboard material also makes them change colour in the autumn... it made mine change and I never did anything for it so it must be this.

There is a camera, target, and armature in the scene of the fig tree example, I have no idea if this does anything, but I decided to keep all of those things in my files just in case.

As for the Spruce, that uses the 'Models/Trees/MaterialInstance/PineTree01.rsc'  from the Resource file in the mod kit.

MaterialInstance resource
{
	Material _material = "Material\Foliage\FoliageMaterial.rsc";
	Texture _textures
	[ 
		{
			String _name = "diffuse";
			ImageBuffer _texture = "Models\Trees\MaterialInstance\PineTree01Texture.rsc";
		}
		{
			String _name = "snow";
			ImageBuffer _texture = "Terrain\TerrainSnowTexture.rsc";
		}		
	]
	Constant _constants
	[ 
	]
}

I think the 'FoliageMaterial' makes them sway but not disappear and grow during the seasons.

 

@Bartender I agree with @jesta, I don't think you need spheres. Try using a dome instead? You could probably cut out some faces and not loose any visual detail.

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Thanks for copying ;)! This seems very cool.

A question: Do you need to do anything visual to the UV channel 3? like the texture of the parts that you want swaying?

As for the materials, I think 'FoilageMaterial' also makes them not face towards the camera at all times. For camera-facing leaves that don't disappear in winter you might be able to use the 'BillboardEvergreenMaterial', which is the one used for the Blueberry. I don't completely understand all of the code in the Material files, but perhaps it would even be possible to create one that has non-facing leaves that do disappear in winter.

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@Bartender no you don't need anything visual in UV 3, it is just the location of the points in the map that is important. You could try moving them around to see if it changes how much they sway... might do. I've not played with it much, I just got it working for my trees then decided best not to touch it again ;)

With the different materials, I don't know. Again, I've not explored them too much, best is to just try it and see. It is annoying that the foliage material doesn't make them face front, it would be much nicer on the trees if they did. I never saw the evergreen material... I will try it on the tree and see what happens. If it makes them face forward, that would save a lot of faces on the trees.

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Posted (edited)

@Bartender and @Ketchup I moved the leaves and branches UV co-ordinates on Channel_03  and it seems to make a very slight increase in swaying of the trees. Also, if you use the evergreen billboard material you have to do this otherwise your leaves will end up offset from the model for some reason.

SpruceSway.thumb.jpg.a24c7e4f48d2b96d470f4f7d512b8008.jpg

 

 

@Bartender I also tried using the evergreen billboard. It definitely makes the trees look more full, but also changes the angle of the faces. Not sure I like it. The tree on the left is with the foliage material and the tree on the right is with the evergreen billboard.

 

Screenshot11.thumb.jpg.5eb75e99b166331e3c647066e96862ae.jpg

 

 

Edited by Necora

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well it doesnt help me at all since i am using 3dsmax :(

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3 hours ago, Necora said:

@Bartender I also tried using the evergreen billboard. It definitely makes the trees look more full, but also changes the angle of the faces. Not sure I like it. The tree on the left is with the foliage material and the tree on the right is with the evergreen billboard.

By the looks of it I would say that the Billboard evergreen is not very well suited for pine trees indeed.

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@Ketchup I see on the channel menu on the right you can select different channels. Try opening up the Map Channel: 3. Then put all of the UV points of something you don't want to sway (the tree trunk) at 0'0', where the graph axis intercept. Then move the big square with the x in it as it is (which I assume is what happens when you reset the UV for all of the foliage) so that the middle of the X is directly over the intercept of 0'0'. That should replicated what I did in blender and should make the leaves sway when you export it to the game.

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@Ketchup I attached my spruce tree to this post. Open the .fbx and see how the UV maps come up when you look at the three different channels. Hopefully, you can just copy that and it should work.

SpruceTree.fbx

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Posted (edited)

when i switch channel to 2 then to 3 to the left there is moving doing different. the only thing it tells me the editor can only do 1 map at the time and also me to move or abandon. i choose what ? (and then it happends same thing when i switch to the 3rd)

Sans titre.jpg

Edited by Ketchup

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and if i say abandon , and do same for 3rd ... i get that

Sans titre.jpg

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after what ? i try to pickup my non moving trunk ? and scale down and put in a little corner ?

Sans titre.jpg

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Did you try selecting move? I think that dialog might be asking you if you want to make the new map have the same coordinates as the previous map. 

 

 

After you moved the trunk to 0,0, can you select all of the foliage faces and 'reset' their UV so it is a big square?

 

 

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@Ketchup just to confirm, I did some trawling through other forums, and yeah it seems that 'move' means to copy the existing UV coordinates from the 1st map to the next where as abandon means to start a fresh on the new map. Basically, it is universally agreed that it is a terrible dialog box!

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if i select afetr all my leaves it gives me that (screenshot1)

 

but if i go click on the "reset UVW" to the right it reset everything, even the trunk is back to middle as they were

Sans titre2.jpg

Sans titre3.jpg

Sans titre4.jpg

Sans titre5.jpg

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