Welcome to Black Liquid Software

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • 0
Sign in to follow this  
Followers 0
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.

1 person likes this

Share this post


Link to post
Share on other sites

79 answers to this question

  • 0

to make sure i did "move" uvw , took my trunk , put at 0,0 extremly small, then i selescted the leaves and clicked reset uvw to the right. my trunk got reset too. (in game changed nothing) what i do now ? change again my truck back to 0,0 ?

Share this post


Link to post
Share on other sites
  • 0

@Ketchup right I see, sorry, different terminology between programs... when you reset the UV in 3Dsmax it seems to reset to a projection from the current view. When you reset in blender it resets it to a state where all UV take up maximum space on the map, which looks like your first screen shot.

If you go back to that first screen shot, after you chose to move your UV to the new channel, don't click reset (sorry) but instead just scale the trunk down to 0,0. Then, you should have them arranged how they are meant to be. The UV of each individual face with the leaves should take up the whole UV map space, and they should be all on top of one another. I think the swaying is based on the distance from point to point, and from 0'0, That is why you need the trunk to be at 0'0 so it does not sway, and anything not at 0'0 should see some sway. 

Share this post


Link to post
Share on other sites
  • 0

i restarted . edit uwv. chose channel 3 . pick up my trunk. put in the corner. and i save and exported.

 

in game nothing still move :( do i have something else to do ?

Share this post


Link to post
Share on other sites
  • 0

Can you share the model here? It doesn't sound like it. What type of material is it in the .rsc? It needs to be billboardmaterial if you want the leaves to appear and disappear, or foliagematerial if not.

Share this post


Link to post
Share on other sites
  • 0

When I import it, only 2 UVmaps show up. I think you need to copy it all over to a third UV channel. I don't think the game actually reads 'channel 1', 'channel 2' etc., I think it just loads them in order. So try copying those UV layouts onto a third channel and see it that works.

Edited by Necora

Share this post


Link to post
Share on other sites
  • 0

bah i am already on the third :S

 

i need to copy to the 2 ?

 

heres all the files of bush 2

bush2.zip

Share this post


Link to post
Share on other sites
  • 0

Yup so when I load up the model I get this...

REdBush.thumb.jpg.36b6063ed87d3a041cb36bd6c8b587db.jpg

You can see only two UV channels listed. I don't think it matters what they are called, I think the game reads them in order (but I might be wrong). Try adding a third channel with the exact same lay out, then see if that helps. I want through the .rsc files and cannot see anything that is not the same as mine, so this is the only thing...

Share this post


Link to post
Share on other sites
  • 0

@Ketchup so I added another UV map to your model called the blender default 'UVMap', with the same coordinates as the other one and REdBush2.thumb.jpg.7c39efcd2e70a531ef8926c47dc5884e.jpgit works. The bush sways in game.

 

 

1 person likes this

Share this post


Link to post
Share on other sites
  • 0

The second UV channel is for your AO the same as buildings so it should be

 

UVChannel_01 = Textures

UVChannel_02 = AO

UVChannel_03 = Movement

Edited by Necora

Share this post


Link to post
Share on other sites
  • 0

i restarted, moved to 2 , i just move a square just a millimeter ... turned to mesh , restarted, move to 3, then i moved the trunk to corner and rexported ... they move !!! but lol i ve got this

20170317204956_1.jpg

Share this post


Link to post
Share on other sites
  • 0

These pictures show the 3 UVchannels for the spruce tree.

 

Channel 1 - Textures. Unwrapped to get the best texturing I can do.

UV01.thumb.jpg.6fd1a353add66ef03738b26921c8f8a7.jpg

 

 

Channel 2 - AO. Unwrapped using the 'smart project' which lays out all faces with a space between them for the bake.

UV02.thumb.jpg.c8cbce9c189b3aa665327707e786273a.jpg

 

 

Channel 3 - Movement mapping for the swaying.

UV03.thumb.jpg.7a98b37fcc6f8fbfc9db9ac211e2e24a.jpg

 

 

Bark texture...

Bark02.png.494fb4a81a8573e54a930745e5ae9621.png

 

 

Branch texture...

SpruceTree.thumb.png.5c4451502dd7937031b8140d914fed3b.png

 

 

AO...

SpruceTreeAO.thumb.png.9be6372487441987e15bfe1b2faf51e8.png

 

 

Share this post


Link to post
Share on other sites
  • 0

@Ketchup don't bother... I got the same thing too. The problem I think is that the bill board material makes the leaves grow each spring, so will stretch out your textures and make funky things.

You have two options...

1 - change material to 'FoliageMaterial' which should keep them ever green and make them sway in the wind.

or

2 - Scale the faces with the leaves in your model down to about 1/10 of the size you ultimately want them to be. The game will increase the size as it needs to.

See this pic of my maple tree for comparison...

Maple.thumb.jpg.4f078f03b7f4eb8d02f3fdea0adb71cc.jpg

The large faces are bare branches, which are at 0,0 so they do not sway and will stay visible all year long.

The small faces are the leaves, these are full UV and will grow each spring, disappear in winter, and sway with the wind when using the billboard material.

 

Oh, and you might want to try to offset the UV placement of the leaves on channel 3 so that the center of the square is at 0,0 so only the top right 1/4 is on the map, like the images I showed in the last post. That might also be stretching out the textures in funny ways.

 

Edited by Necora

Share this post


Link to post
Share on other sites
  • 0

ok, then i will try to scall down all the leaves

Share this post


Link to post
Share on other sites
  • 0

gah it does the same :(

 

i guess i need to scale them to to 1/10th before doing the uv2 and 3 ?

Share this post


Link to post
Share on other sites
  • 0

No it shouldn't make any difference.

I remember seeing something like this before. Did you re-position the UV map of the leaves so that the center of the square is over 0,0, and only the top 1/4 of the square is on the checkered map?

Edited by Necora

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0