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FAT69

problem with custom tree!

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could someone please explain why my custom trees turn black when i shoot at them?

is it searching for a damage model or a decal, or does it need a lightmap?

does it have something to do with the damage tree flag in the gem lod?

the p3d is below the 1000 poly count so i don't use shadow volumes,but i have experiment with them, also with shadow volume 1000 lod wich is especialy for trees!

it is selfshaded and casting shadow correctly

this sounds stupid maybe but i'm gonna say it annyway

the only thing i need is one unbinarized good working mlod example of a tree,and of we go,but no....lets keep it binarized so people can't learn from there experience!

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is it searching for a damage model or a decal, or does it need a lightmap?

what material file have you got on the Firegeo lod ?

with the whole tree turning black when shot sounds a bit drastic , trees are usually placed direct in Visitor and there class / dammage class etc placed in Geo Lod

Have you made a config for this tree and if so what have you classed it has ?

this chap did release some stuff about trees maybe he can help or has left some info

http://forums.bistudio.com/showthread.php?104825-mikebart-s-Project-s

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i don't have a material on the firegeo lod because i thought that wassn't Necessary,sorry but i'm not that experianced

on the geometry lod i have renderflags

map = tree

CanOcclude = 0

class = tree

Damage = tree

below is a part of the class in config.ccp

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class Static : Land {};

class Building : Static {};

class NonStrategic : Building {};

class Fence : NonStrategic {};

class WireFence: Fence {};

class House: NonStrategic {};

class ViewTower2: House{};

class small_palm: ViewTower2

{

model="\jurrasic_fauna\small_palm.p3d";

armor=2000;

scope=2;

VehicleClass="jurrasic_faunaVehicleClass";

displayName="small_palm";

icon = "\jurrasic_fauna\textures\icons\small_palm_icon_ca.paa";

mapSize = 8;

i have tried different classes like class thing and building etc but nothing seems to solve the problem

btw thanks for the quick reply guys :)

and thanks for the example tree bushlurker ;)

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You don't need a config at all for trees...

... in the GeoLOD...

canOcclude = 0

dammage = tree //TWO "m"'s

map = tree

class = tree

shadow = hybrid

sbsource = explicit

preferShadowVolume = 0

frequent = 1

...and optionally...

placement = slope

for the fireGeo - assign something like.....

CA\data\penetration\foliage.rvmat

B

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arrg, perpetuating the spelling mistake... the valid LoDProp 'damage' was added a long time ago... it should be used.

damage=tree

class=tree should be class=treesoft or class=treehard

As Bush said, one of the 'foliage' like .rvmat's from 'ca\data\penetration' should be mapped to the 'foliage' topo faces in your FireGeo LoD. And, 'ca\data\penetration\wood.rvmat' (this is probably the more important one to specify) should be mapped to the trunk, stump & root faces.

See, O2PE Manual for more information.

Edited by Synide

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Hey thanks guys,this is good info!

i will alter my config and take a look at the GeoLOD,especialy the dammage flag ;)

and assign something like you mentioned on the firegeo

i'll let you know how it turns out ;)

again,thanks very much you guys

---------- Post added at 18:31 ---------- Previous post was at 17:40 ----------

uhhh....guys,i don't have ca\data :s

and i can't find it in my addon dir either in main arma2

so i don't know how to get to the rvmats you've metioned

i know how to unpbo,but i it ain't there,how can i solve this

---------- Post added at 18:51 ---------- Previous post was at 18:31 ----------

sorry guys,i found them inside the Ca.pbo

so ignore last reply ;)

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