Difference between revisions of "Tree"

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Collision hulls for SpeedTree objects are created automatically, based on the height and radius of the trunk, as defined in a .spt file. Small values, such as those for a bush or shrub, will be ignored and these objects won't have collision unless manually created. To create manual tree collision, place a .nif in the '''Data\Meshes\Trees''' directory with the same name as the .spt file it will used for. Make sure the pivot point of the collision mesh is aligned with that of the .spt file (usually at the very base of the tree).
Collision hulls for SpeedTree objects are created automatically, based on the height and radius of the trunk, as defined in a .spt file. Small values, such as those for a bush or shrub, will be ignored, and these objects won't have collision unless manually created. To manually create a tree's collision, place a .nif in the '''Data\Meshes\Trees''' directory with the same name as the .spt file it will used for. Make sure the pivot point of the collision mesh is aligned with that of the .spt file (usually at the very base of the tree).


[[Category:World Objects]]
[[Category:World Objects]]

Revision as of 13:19, 17 October 2007

Tree objects are created and generated by SpeedTreeCAD and are then imported into The Elder Scrolls Construction Set as .SPT files. The reference in the world uses the data shown in the base object window to determine how the tree behaves and is displayed. To create a new tree object, press the Insert key or right-click and choose the New option within the Tree tab of the Object Window. Double left-click on any reference in the list to open its base object window. Press the Select SPT File button to add a new tree model. Press the Select Leaf Texture button to choose which foliage texture is used for the tree. A preview thumbnail of the selected texture is displayed below the button.

  • ID Type the name of the reference ID for the tree object here.
  • Quest Item This checkbox is unsupported for this reference type.
  • Shadow Radius: This is the range, in units, for how far out the canopy shadow effect is drawn under the selected tree type. Range: 0 to ∞
  • Leaf Curvature: This number represents how far out the 4 vertex normals for a leaf/foliage billboard are multiplied outward in order to simulate a more curved, shaded surface. The higher the number, the greater the normals will be bent outward, away from each other. Range: 0 to ∞
  • Branch Dimming Value: Specifies the amount that trunk vertices will be darkened near the lowest occurrence of the 1st branch level for the selected tree. The higher the number, the darker the vertices near the lowest branch on the 1st level will be darkened. Range: 0 to ∞
  • Leaf Dimming Value: Specifies the amount that leaf/foliage billboards will be darkened towards the center of the selected tree. The higher the number, the greater the leaf billboards near the center of the tree, near the trunk, will be darkened. Range: 0 to ∞
  • Minimum Leaf Angle: Specifies the minimum angle, in degrees, used in randomizing the position for each leaf/foliage billboard. It is not recommended to adjust this value. Range: 0 to ∞
  • Maximum Leaf Angle: Specifies the maximum angle, in degrees, used in randomizing the position for each leaf/foliage billboard. It is not recommended to adjust this value. Range: 0 to ∞
  • SpeedTree Seed Use the entry field to type or paste in the various seed numbers generated by SpeedTreeCAD. These seed numbers are particular results of the various parameters defined for a tree object in SpeedTreeCAD. Press the Add button to add a seed number to the SpeedTree Seed list. Range: 0 to ∞
  • Billboard Dimensions Use the Width and Height number fields to enter in the size, in units, to be used for tree billboard shapes. Most of the time, these values should be identical to each other. Range: 0 to ∞
  • Rock Speed This number modulates the rotation speed of the leaf/foliage billboards about their billboard (camera) axis. Range: 0 to ∞
  • Rustle Speed This number modulates the rotation speed of the leaf/foliage billboards about the up axis perpendicular to their billboard (camera) axis. Range: 0 to ∞
  • OK Press this button to accept any changes and close the window.
  • Cancel Press this button to discard any changes and close the window.

Collision hulls for SpeedTree objects are created automatically, based on the height and radius of the trunk, as defined in a .spt file. Small values, such as those for a bush or shrub, will be ignored, and these objects won't have collision unless manually created. To manually create a tree's collision, place a .nif in the Data\Meshes\Trees directory with the same name as the .spt file it will used for. Make sure the pivot point of the collision mesh is aligned with that of the .spt file (usually at the very base of the tree).