Author: mikebart
Author Website: http://dev-heaven.net/projects/mb-veg

Requirements: No addons required

Version: 0.9
Signed: Yes

Short description: This package currently includes six variations of Ulmus trees, an assortment of grasses and other clutter an Ulmus bush and a Tussock bush.
Date: 2010-08-06 10:02
Submitted by: mikebart


Comments: (4)
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mikebart's Vegetation

by
mikebart


Description:
This package currently includes six variations of Ulmus (Elm) trees, (3 different sizes, each with an Ivy covered version), an assortment of grasses and other clutter an Ulmus bush and a Tussock bush.

Pretty much all the modeling for these trees including the high poly model of the folaige textures has been done in 3dsmax, I've used max scripts to transfer the vertex normals of a shrink wrapped sphere onto the foliage to give the trees a more volumetric apearance. Standard Arma 2 trees use a lightmap on a second UV channel, which also includes some colour variation aswell as baked in shading. Although the altered vertex normals are'nt quite an equal alternative to a light map, there are some things that the altered vertex normals can do that a lightmap cant, such as receive light dynamically in the same way.

These trees have a second UV channel, but its only being used on the trunk and the Ivy, which use the "TreeAdvTrunk" and "TreeAdv" shaders. The foliage use the "NormalmapSpecularThroughNoFade" which is neccesary for the altered vertex normals to work properly

I've also used the nozwrite material for the distant lods of the trees and the tussock to give a softer appearance.
Sometimes I get a visual glitch where I see all models using the nozwrite get rendered on screen in a split second flash, it only seems to happen when im recording in fraps, so im assuming its a video memory error, but im expecting people with low end machines might experience this.



Programs & Scripts used:
  • 3DSmax +scripts
  • *Slide Normal Thief by Slide London (based on origional script by Mauricio B. Gehling)
  • *Shrink wrap by Paul Hormis (Thanks to BadBenson for putting me onto these.)
  • Photoshop
  • Oxygen 2
  • HxD Hex editor


  • Installation:
    As we always recommend use modfolders to seperate the custom content from the official game content to prevent problems. For different ways to set up your modfolders and use them please visit our FAQ.


    Included .pbo files:
    mb_trees.pbo
    mb_clutter.pbo
    mb_bushes.pbo


    Mlod's:
    The Mlods of these models are available from here.


    Known issues:
    models using the nozwrite get rendered on screen in a split second flash.
    Some shadow issues still need to be resolved on the trunks


    Links:
    http://forums.bistudio.com/showthread.php?t=94579 //lots of information on this thread which follows the development of the idea.
    http://www.armaholic.com/forums.php?m=posts&q=5197&n=last#bottom //Modeling tutorial: Making of the foliage textures for 3dsmax
    http://forums.bistudio.com/showpost.php?p=1580750&postcount=3 //Transfer attributes tutorial for Maya 2009+


    Credits & thanks:
    Thanks again to all who helped with this project, I always enjoy seeing my trees being used in new islands and mods.

    Special thanks to Synide, T_D for technical help and support, and kju for testing.
    Thanks to everyone on BIS forums and skype who have helped out (too many to name!)
    Thank you Bohemia Interactive for providing a great game, modding tools and information/community support, also being able to study the Arma vegetation mlods has greatly improved my knowledge of creating vegetation for realtime environments.


    Changelog:
    v0.9
    changed - all tree shaders are now TreeAdv shaders
    new - tussock clutter
    new - lightmaps for all tree models now being used
    new - winter\dead versions of mb_t_ulmus small and mb_t_ulmus_large
    fixed - vegetation no longer draws infront of fog in distant lods


    Forum topic:
    - BI forums




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