-=Custom Speed Trees - version 0.1 - sort of usable release=-
This .hak contains ten new .spt files created using a notepad and hex editor (see thread for details!). They are fully functional and stable, though potentially some seeds might produce unpredictable results.
-=Changes=-
New and improved textures (Most were made by Spree from Neversummer).
Padding to compensate for SoZ tree files, this version is incompatible with the previous one, I will try to avoid doing this in the future so that new versions can patch old ones.
On that note: HELP - WILL COOPERATE WITH SOMEONE WILLING TO TEXTURE TREES.
-=Installation=-
Standard procedure: add the .hak than choose any existing tree and change its appearance, all new trees have a model name starting with "_".
No .erf this time... sorry.
-=FAQ=-
Q: There is a un-smoothed area on the top of some models.
A: I know. I can do nothing about it... this is just how speed trees are written. Now if NWN2 had the newer version implemented I could most likely fix that.
Q: Will this conflict with any other modifications?
A: No. As far as I know this is the only .hak containing a modified trees.2da file.
Q: How can I make my own tree?
A: I'm working on a How To... alternatively do as I did - look at the files and try to make sense out of them!
Giant Tree Assembly: seven models meant to be used for gigantic trees (even larger than NWN1 forest tileset ones). And especially combined with BCK to construct tree top cities.
- _R - wide roots
- _L - trunk
- _H - trunk
- _B - supporting branch
- _BL - longer supporting branch
- _C - branch
- _CS - leaves
Opened for requests and suggestions.
Keep them reasonable though.
I cannot seem to get this to work with the toolset. I don't know if I am having Windows 7 related issues or what, but it is definetly causing all the tree properties to create an error. Maybe I will try to uninstall and reinstall.
Posted by Qrizz at 2010-05-12 03:53:28 Voted 9.75 on 05/12/10
Thanks ! _________________________ Qrizz
Middle Earth Arnor PW Link
Posted by MokahTGS at 2009-08-28 10:49:43 Voted 9.75 on 02/14/09
@Sapphira - I designed the Treeguard map that uses MSpytkowski's fantastic custom SpeedTrees. The bridge around the tree is one of the dock pieces arranged in an octagonal fashion around the SpeedTree bole, then I used a walkmesh helper to tie everything together. The map is a 12x12 tree city map using walkmesh helpers at multiple elevations to give it a treetop feel. I was using a giant spruce at a gargantuan z-axis multiplier before MSpyt came on board, and it would sway in the wind. This tree is the way to go for grounding a tree city.
We have another suspended city in the works, this time with an elven flair. We'll see if we can get screenshots soon.
Saphhira: ask Flailer... I think he designed that. And I think he might have used BCK to do it.
I suspect he placed the trunk than build around it with BCK elements than added branches as needed.
(Also: Trees cannot be attached to prefabs it seems.)
Posted by Saphhira at 2008-09-23 00:08:07 Voted 10.00 on 09/23/08
This is wonderful! And the giant tree is something I was looking for... But I have a question: how did you realize the bridge around the tree?
It is possible for someone to public a prefab with that composition (the giant tree with suspended bridge)? I'm trying to realize something like that but I can't find how to make it.
helvene: for the trunk parts negligible - 200 or 300 polygons, the parts with leaves are about 1000 to 1500 which still makes them lower on polygons than standard trees.
Pine cones, pine needles, acorns, algae, Rose peddles, mosses, clovers, twigs, seeds, pollen, tall grass, dead (yellow) grass, sugarcane, and various willow.
To really get a good idea of plants, trees, foliage, shrubs, etc. I suggest go to wikipedia and type in those kind of words. That will yield great results.
Keep up the great work.
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10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone