Node Container Challenge!

You are an experienced programmer and have a problem with the engine, shaders, or advanced effects? Here you'll get answers.
No questions about C++ programming or topics which are answered in the tutorials!
Post Reply
xsinick
Posts: 18
Joined: Fri Aug 10, 2007 12:05 am

Node Container Challenge!

Post by xsinick »

Ok this is a challenge for those that are up to it.

I would like to:

1. In blender or XSI add null/empty objects where i want trees in a scene.
2. Export this as a .x file ( becuase it keeps nulls)
3.The nulls would have names like : oaktree 01,*02,*03 and cherrytree *01, *02, *03 and so on.
4. In code apply an oak tree model to all the oak nodes and a cherry tree model to all the cherry nodes.
5. Have the oak models get a general scale and the cherry trees too.
6. Add random scale and rotation to the oak trees and cherry trees

If there is any one that have a solution I can follow I would be greatfull.

I'll post my progress online for that person to correct.

I just need a point In the right direction first.

Thanks all..nick
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

Why not exporting to .irr files? This would automatically enable all the stuff within one file format, and the export script could do the randomization already. No extra cod necessary!
JP
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK
Contact:

Post by JP »

Or just do the tree placement in irrEdit, seeing as you're going to have to choose the positions and types of trees already by naming the nulls then you might as well just do the irrEdit route...

There's irrb which is a .irr exporter for blender which you could use as a base for Hybrid's idea of writing your own exporter.

Or you could just do your own route, you know what you need to do, so where do you need help? It's a pretty simple procedure anyway.
Image Image Image
xsinick
Posts: 18
Joined: Fri Aug 10, 2007 12:05 am

Post by xsinick »

it's it funny how we none programmers ask for the world? lol

Ok I'll do some tests.

Irr edit do not have a tree placement tool that I'm aware of.

This a good opportunity for some sort o forest tool see the tool called GROME.

I'll look at All you suggestions.

JP you come down hard like a ton bricks dude but you do help with pointing directions.

I'll still post what I do.

All so check out Tree[d] tree generator it is awesome!
JP
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK
Contact:

Post by JP »

You're right.. i've been dropping bombs on people lately.... i think i'm just finding it harder to deal with 'n00bs' now or people who ask for too much... Maybe it's because i spend too much time here and read pretty much every thread that pops up whereas if i weren't here so much i'd just discard n00by threads as there would be too many other threads to deal with... :lol:

IrrEdit doesn't have a tree placement tool... but what's a tree placement tool? What are your trees? Are they not just 3D models? If so then you just load them into IrrEdit like any other 3D model, et voila. If not then there's probably some way to make a plugin for IrrEdit to handle your trees.

There is an IrrEdit plugin in for Klasker's procedural tree scene node (randomly creates a tree for you basically, might be worth checking out).
Image Image Image
Post Reply