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A few quick questions...

Started by BlackDragonAJ89, October 31, 2009, 08:25:30 PM

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BlackDragonAJ89

Okay, I have some simple questions to ask about some things for future BAT use.

First off, How do I model a tree in GMAX? I need to make some simple planter tree props for my commercial buildings, but I have no idea how to model a tree or what to do to do it.

Next, What is the height of the standard El Train and Monorail tracks? I want to make my own stations, but I don't know how tall they are exactly so that the vehicles can move onto them without trouble. I've got the standard track textures though...

Finally, although this involves a bit more than the BAT, How do I create my own street lights that light up at night in the game and shine light onto roads? I tried the tutorial on ST, but it's far to confusing and I'd like to have it in more of Layman's terms. Also, I plan on making my own T21 examplars and retextures for the current NAM roads, streets, avenues, and oneway roads I have (which also have turning lanes), but that's a bit of a different area...

Anyway, just simple help on that would be nice.  :)

dragonshardz

I don't know the answer to your first question, but the answer to your second one is 15 meters. don't forget to transit-enable the tiles that the network will be passing through in SC4Tool.

The third question has to do with adding the custom lightpole, then a lightcone to a T21 tile. I don't know much more than that.

I suggest checking out the tutorials section of the forums, they may have exactly what you are lloking for.

MandelSoft

Or you can combine the lamppost and lightcone in the same prop. You can read this tutorial [linkie] how to do that. Helped me to get the LRM off the ground
Lurk mode: ACTIVE

BlackDragonAJ89

Well at least I'm getting most of the questions answered though... So it's no big deal, I'll see if I can I find an easy to understand tutorial on making light poles for the game, since I've already built the light poles in the BAT.

art128

Quote from: BlackDragonAJ89 on October 31, 2009, 08:25:30 PM
Okay, I have some simple questions to ask about some things for future BAT use.

First off, How do I model a tree in GMAX? I need to make some simple planter tree props for my commercial buildings, but I have no idea how to model a tree or what to do to do it.

I think the easiest way is to create  a box or a line extruded with the shape of a leave and then copy it into different position to make it looking like a real tree.  ;)
I'll take a quiet life... A handshake of carbon monoxide.

Props & Texture Catalog

jmyers2043

#5
Hello Black Dragon - I've just discovered this thread. I see you asked the question about 10 days ago. Maybe you're still keeping up with the thread. 

I've done some gmax trees. One is a Peach tree I did a couple of years ago and the other is an apple tree that uses a different approach which I did two weekends ago. I'll demo the Peach tree.

1. A good picture of a leaf is a place to start. I flood the non leaf area black. Then make the second B/W image.



2. Drag the leaf to and create your texture in the materials editor. I click to make the image 2 sided so I can see the leaf from either the front of the back. The reason will be apparent further down.



3. Expand the maps rollout. Click on Opacity and then assign a map.



4. I'll click on the bitmap button



5. Navigate to the B/W image and click open.



6. Here is my finished texture as seen in the materials editor.



7. Time to get serious in gmax. Create a cone and several rectangles. UV map the rectangles and apply the texture. I now have a small branch and several small twigs.



8. Group the small branch and add a noise filter to create some random kinks and curves.



9. Clone several branches  - do some rotation - group as a medium size branch. And so on.



The real trick is to have an idea of the general shape of your desired tree. That is what took me the most time. A small potted/planter tree will probably look full and pruned to what ever shape you wish so your task will be easier because of the scope (small) and realism is not your main concern. 

10. A peach leaf was my original texture. No surprise - here is an orchard of peach trees. The method above requires some precision to get the branches to align. This is because I applied the noise filter early on during the process. I don't know how this procedure works with large trees because of the poly count.



Jim Myers  (5th member of SC4 Devotion)

BlackDragonAJ89

I think I could handle doing that...