| 03-27-2004, 05:03 PM | #1 |
Hello, hello. What you're about to learn is so incredibly simple that I'm wondering myself if you maybe already know it, but I've never seen it anywhere, so I guess I might as well post it here. It is... the secret behind trees! Well, first, I'll tell you alittle how trees and textures go together. Well, quite simply: there's a model, on which you can put whatever texture you desire. Done. Now, look at this list. Tree Models Ashenvale Tree Wall - 10 variations Barrens Tree Wall - 10 variations Cityscape Summer Tree Wall - 2 variations Fall Tree Wall - 10 variations Northrend Tree Wall - 10 variations Ruins Tree Wall - 10 variations Ashenvale Canopy Tree - 3 variations That is, what I've gathered so far, all tree models there is. (except for dungeon "trees" and those who look as it - that's giant mushrooms, not trees) Notice that the names I've written here is just the first in a long line of names that appears when you look at the tree section in the "Art - Model" field. E.g. - if you double-click on the "Art - Model" field in the Ashenvale Tree Wall destructible's... thing, and you'll see that the whole name is "Ashenvale Tree Wall <Base>, Felwood Tree Wall <Base>, Icecrown Tree Wall <Base> But I've only written the first part of the name. On top of all this, there is also variations on each model, which I've also written above. Now, next list. (the same thing for names as for the models' names) Tree Textures Ashenvale Canopy Tree Ashenvale Tree Wall Barrens Tree Wall Cityscape Ruined Tree Wall Fall Tree Wall Felwood Tree Wall Icecrown Tree Wall Northrend Tree Wall Ruins Tree Wall Snowy Tree Wall Summer Tree Wall Winter Tree Wall Now, if you double-click on the field "Art - Replaceable Texture Field" you'll get a scroll list with all those names. Now, most of you probably already got the hang of this, but I'll write on. Now, open your WE, go in on the Object Editor, Destructibles and take a tree, say, Ashenvale Tree Wall, and copy & paste it. Now, play around with the two fields we're working with here - Art - Model File and Art - Replaceable Texture Field, change them to different... things, and see what happens. Of course, not all combinations work very well, and I'll leave it up to you to find out which ones looks good and which ones who don't. (don't take a mushroom-tree texture on a ordinary tree - but it can look cool the other way around, depending on what you want with it) Now, one last thing. If you're doing alot of forests in your map, you might want to consider three different customs for each kind of tree - one "wall" with the ordinary pathing, and alittle larger that ordinary trees - one "loner" with a small pathing (barrel), and maybe the same size as ordinary - one "cliff-tree", for forests on cliffs, just nice-looking, a bit smaller than usual trees and with "placeable on cliffs" on. I tend to make a few of these when I do forests and mountains, just to add variation. Well, hope you understood that, if you didn't, PM me. Now, I hope to see many interesting variations out there soon! Good luck and have fun! |
| 03-27-2004, 08:00 PM | #2 |
Now THAT is useful, especial for barrens forests, but do those mushrooms look inviable from one side? |
| 03-27-2004, 08:07 PM | #3 | |
Quote:
Now when I think of it, those mushrooms looked pretty neat... |
| 03-27-2004, 08:08 PM | #4 |
Wow, mushrooms with barrens tree texture look weird, ashenval canopy tree suits pritty much anything |
| 03-27-2004, 08:37 PM | #5 | |
Quote:
LOL! It's upside down =) The leaves as the trunk, the wood as the "leaves" And, yeah, that's the only canopy tree, so it better suit many... Ashenvale Tree Wall is pretty nice with the Summer texture... Use that with ordinary summer tree to get some variation... looks nice. |
| 03-27-2004, 11:44 PM | #6 |
Hmm, you can actually replace most of the other destructibles with texture paths eg. bridges and rolling stone doors. Also it doesn't have to be a different tree texture, you could replace a tree with the ice texture. |
| 03-28-2004, 12:24 AM | #7 |
Very interesting, that one tree looks like it has green mushrooms growing on it. |
| 03-28-2004, 05:24 AM | #8 |
You know Kleptik... hmmm... no, you're right. Never thought of using non-tree textures on them before... But, on the other hand, most of them don't look overwhelmingly good... (ordinary textures on trees) |
| 03-28-2004, 07:33 AM | #9 |
Cool. :D _____________________ |
| 03-28-2004, 08:26 AM | #10 |
I made these a million years ago it seems... before tft mind u. http://www.wc3campaigns.com/showthre...highlight=tree Now all destructables have the replaceable id and thus it is easy to reskin the object. The reason I made the trees above was so you could have a tree as a unit because as you have already found out ... trees dont have normal paths.... Good luck. |
| 03-28-2004, 08:45 AM | #11 |
Yes, it's so bloody simple that I was wondering if this maybe just was common knowledge, so every-day that noone ever talks about it... Anyway, I recomend you not to care other textures than those aviable in the scroll-down list, or at least only if you want "real"-looking trees. Other textures make the trees all... polygonial... (btw, if you ever want a plastic tree, use a teamcolour texture) ... WHEEE! My post... stickied! I'm... hmmm... no, obviously, I'm not speechless, but not far from it. |
| 03-29-2004, 04:53 AM | #12 |
Coral textures actually look really good on trees, the dungeon type ones though. I am currently using them for the RPG that I am part of. Yes other textures do make trees weird except for the dungeon ones which are rounded and dont have the branches. Rolling stone doors and natural bridges adapt to different textures quite nicely. |
| 04-02-2004, 01:46 PM | #13 |
Oh Thats Cool!!!! |
| 04-02-2004, 11:46 PM | #14 |
Nifty, thanks for the info ^.^ |
| 04-03-2004, 12:15 AM | #15 |
Yeah, I already knew this, and if you add blight.blp next to the default texture, the tree turns blighted even without blight under it! |
