Actually all my trees are Y shaped ! I followed most of your tutorials hehe ! I did not tried the model.ini yet, I figured out way too many problems on my file so I'll consider remodelling it again...
I saw some mirrored UVs on your trees so I thought they were X trees. If they at Y shaped then you need to fix the UVs.
Hello There's a few thing I might need help on, but first, I placed my tree using a particles system, now I have arround 9000 tree, is it the normal way to do it or is there an other one? Beacause this technic make the "KSTREE_GROUP_X_x" way harder to use, since they are all named "KSTREE_GROUP_OAK_1.001 .." I also think particles isn't the solution du to the one object/one material, beacause I can't put the tree shadow with the particles without correcting all 5000 tree one by one Also during the import into the KS editor, it seem like my tree explode, I suspect the scale being the reason but reason I don't understand, I can't apply it in blender https://cdn.discordapp.com/attachme...ot_ks_ferrari_f2004_test_4-2-121-23-16-46.jpg https://cdn.discordapp.com/attachme...ot_ks_ferrari_f2004_test_4-2-121-23-16-12.jpg Oh and I'm using last version of blender
looks like scaled in one direction only, can you show a pic from 3d-software? about placing the trees: you should do them in parts, not doing them all at once, then you can easily get the naming scheme better suited...
Hm, I don't have the file anymore, but the scale of the tree was something like 1.1/0.9/1.3, and for a reason blender wouldn't let me apply the scale but the error message wasn't very helpful Ok will try, but how to manage the treeshadow mesh? Since it can't have 2 material on 1 mesh, how do I seperate it after applying the particles system?
Good, they gave me some bushes and when I put them and play in assetto, when the sun shines they look bright, I lower the tone a little, but they are more colorful by the edges. They can be modified although they remain if that brightness of when the sun gives them and they are not dark.
It wasn`t possible without blender or 3dmax intervention, but that was a few years ago. ac needs single tree models and rtb likes to group it all together, but as i say i wouldnt be surprised if that changed, and also not surprised if brendon from rtb decided to keep being a twatt the rest of his life.
Am I correct that an individual "Y tree" consists of two Y meshes, one Y mesh with its normals and texture facing one direction, the other Y mesh with its normals and texture facing the opposite direction, and the two Y meshes sitting in the same XYZ space, i.e. fully overlapping each other? Does an individual Y tree object contain both Y meshes, or is each Y mesh it's own object? I assume the former; that a unique tree object has two Y meshes overlapping. However, I am getting an odd result when I import this into KS Editor (1st photo). The trees have a black conical cut-out around the base. I set object origins at base of tree, as instructed. It's also odd in blender (2nd photo), where the texture is patchy, as though the overlapping Y meshes are interfering with each other? Any help appreciated.
thanks for quick reply fughettabouit. What is the "pivot" as opposed to the origin? I don't know what is a "pivot" in blender. I thought the origin is supposed to be at base of object. I set the orgin by snapping 3d cursor to base vertex and then setting origin to cursor. but that is "origin", not pivot. The origins are at base of tree for each tree object.