Hi podies,
i will create trees for my track wich is better?
here you see a tree from above
|
|
-
|
|
| vertical polygon
- horizontal polygon
but the problem is, i will see only one side of the polygons. how can i make two sites visible? and when i drive on throug the black transparent, it will block every, because the tree should be a wall and have the black texture transparent?
How can i make that, that i can drive throug the black transparent texture and i will block when i drive other colors.
or...
i will create trees with a program called tree-maker, but the problem is a tree have many polygons (10000)
please help me!
megapolpod
Trees in Tracks?
- megapolpod
- Messages : 105
- Inscription : 07 oct. 2003 18:31
- Contact :
I think you dont read enough of the tutorial.
Assign your trees smooth group 12, this makes the POLYGONS visible from both sides.
Assign your trees smooth group 13, and this makes the black part of the texture invisible. This changes only the texture visibility.
If you want to drive through the tree, assign it smooth group 10.
You can assign any combination of smooth groups to the polygons, try it and see.
Before you ask me to explain this more, read this. This is part of the tutorial, it will explain what every smooth group does. Use your imagination and figure it out. I added a few (notes).
I really do hope you can make a good track someday. Good luck.
--------------------------------------------------
Effects of the "Smoothing groups" buttons :
--------------------------------------------------
- 1 : Grip to 1 (good traction, or grip)
- 2 : Grip to 2
- 3 : Grip to 3
- 4 : Grip to 4
- 5 : Grip to 5
- 6 : Grip to 6
- 7 : Grip to 7
- 8 : Grip to 255 (minimum) (Very slippery)
If nothing marked off : Grip to 0 (maximum)
-----------------------------------------------------------
- 9 : Wall
-10 : Decoration (you can drive through this)
If nothing marked off : Road
-----------------------------------------------------------
-11 : Invisible texture (use if you want an invisible wall, to block an area)
If nothing marked off : visible texture
-----------------------------------------------------------
-12 : Two faced texture (visible from both sides)
If nothing marked off : one faced texture
-----------------------------------------------------------
-13 : Black=transparent
If nothing marked off : Black=Black
-----------------------------------------------------------
-14 : Dural effect (Ive never used this)
If nothing marked off : no dural
-----------------------------------------------------------
-15 : Reflect zone 1 (Glide mode only)
-16 : Reflect zone 2 (Glide mode only)
-17 : Reflect zone 3 (Glide mode only)
-18 : Reflect zone 4 (Glide mode only)
-19 : Reflect zone 5 (Glide mode only)
-20 : Reflect zone 6 (Glide mode only)
-21 : Reflect zone 7 (Glide mode only)
-22 : Reflect zone 8 (Glide mode only)
If nothing marked off : no reflects
-----------------------------------------------------------
23 -> 31 : Animated texture affectation (NOT USED, DONT ASK)
-----------------------------------------------------------
- 32 : MUST BE MARKED OFF FOR ALL POLYGONALS
Assign your trees smooth group 12, this makes the POLYGONS visible from both sides.
Assign your trees smooth group 13, and this makes the black part of the texture invisible. This changes only the texture visibility.
If you want to drive through the tree, assign it smooth group 10.
You can assign any combination of smooth groups to the polygons, try it and see.
Before you ask me to explain this more, read this. This is part of the tutorial, it will explain what every smooth group does. Use your imagination and figure it out. I added a few (notes).
I really do hope you can make a good track someday. Good luck.
--------------------------------------------------
Effects of the "Smoothing groups" buttons :
--------------------------------------------------
- 1 : Grip to 1 (good traction, or grip)
- 2 : Grip to 2
- 3 : Grip to 3
- 4 : Grip to 4
- 5 : Grip to 5
- 6 : Grip to 6
- 7 : Grip to 7
- 8 : Grip to 255 (minimum) (Very slippery)
If nothing marked off : Grip to 0 (maximum)
-----------------------------------------------------------
- 9 : Wall
-10 : Decoration (you can drive through this)
If nothing marked off : Road
-----------------------------------------------------------
-11 : Invisible texture (use if you want an invisible wall, to block an area)
If nothing marked off : visible texture
-----------------------------------------------------------
-12 : Two faced texture (visible from both sides)
If nothing marked off : one faced texture
-----------------------------------------------------------
-13 : Black=transparent
If nothing marked off : Black=Black
-----------------------------------------------------------
-14 : Dural effect (Ive never used this)
If nothing marked off : no dural
-----------------------------------------------------------
-15 : Reflect zone 1 (Glide mode only)
-16 : Reflect zone 2 (Glide mode only)
-17 : Reflect zone 3 (Glide mode only)
-18 : Reflect zone 4 (Glide mode only)
-19 : Reflect zone 5 (Glide mode only)
-20 : Reflect zone 6 (Glide mode only)
-21 : Reflect zone 7 (Glide mode only)
-22 : Reflect zone 8 (Glide mode only)
If nothing marked off : no reflects
-----------------------------------------------------------
23 -> 31 : Animated texture affectation (NOT USED, DONT ASK)
-----------------------------------------------------------
- 32 : MUST BE MARKED OFF FOR ALL POLYGONALS
- Skubidou
- Administrateur
- Messages : 2367
- Inscription : 19 juil. 2003 17:39
- Localisation : Lonzée (B)
- Contact :
Better solution (used in Galleria):
The problem with collided tree is that a polygon can be collided only on one side (so you would have to put 2 polygons, for the 2 side + lateral polygons for lateral collisions).
In Galleria (for the columns in the middle of the road just after the start line), they made the column in 'decoration' sector, or you should create it in the road sector, but with non-collision polygons (only for texturing). This will allow you to put simple polygons representiong the tree, with double-side texture. So this tree will be there only for decoration, there will be no collision with it.
After, you create the 'trunc' of the tree, with a 4 polygons column, which is invisible, but blocking. So, you will be block in each direction, and it will use less polygon than creating tree in 3D...
And with this system, you can create a simple squarre polygon for the tree, because it's a non collision polygon, so you will be able to pass under it.
Skubidou:~
The problem with collided tree is that a polygon can be collided only on one side (so you would have to put 2 polygons, for the 2 side + lateral polygons for lateral collisions).
In Galleria (for the columns in the middle of the road just after the start line), they made the column in 'decoration' sector, or you should create it in the road sector, but with non-collision polygons (only for texturing). This will allow you to put simple polygons representiong the tree, with double-side texture. So this tree will be there only for decoration, there will be no collision with it.
After, you create the 'trunc' of the tree, with a 4 polygons column, which is invisible, but blocking. So, you will be block in each direction, and it will use less polygon than creating tree in 3D...
And with this system, you can create a simple squarre polygon for the tree, because it's a non collision polygon, so you will be able to pass under it.
Skubidou:~