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  #1  
Old 06-06-2005, 06:44 AM
GeorgeS
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Default Tutorial - Adding Trees to Zones (2 methods)

This PDF contains a detailed description on adding tree meshes and creating transparent leaves.

I think it's fair to let everyone know how it's done as this is a community project and so many have helped me get this far.

It is a completed work, however I will make additions and revisions at any time.

Here it is in its entirety (edited link - should work now)

http://www.wizardportal.com/optimaiv...Tree_Zones.PDF

link for media to tutorial

http://www.wizardportal.com/optimaiv...emu/mytree.zip
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  #2  
Old 06-06-2005, 06:45 AM
GeorgeS
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Default Method #2 - using my external .exe

This method uses an external program I wrote which takes the .scn file containing the 3ds object and texture info and replaces key portions to be transparent in EQ. This is also an easy way to import lots of transparent tree/leaves into the mesh library.

tutorial link

http://www.wizardportal.com/optimaiv...arent_Mesh.pdf

Link to scene texture modifying tool
http://www.wizardportal.com/optimaiv...2/eqemu/tc.zip

Reference Objects for Tutorial
http://www.wizardportal.com/optimaiv...mu/mytree2.zip

This method is faster than the previous manual method. I actually became very proficient at making tree zones now. You can too.

GeorgeS
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  #3  
Old 06-11-2005, 01:35 PM
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This is great and a nice tutorial but I cant seem to get them transparent , I switched the n.bmp and the palm_bar.bmp in the obj.s3d file with s3dspy , I saw the file size change when I did it so I know it did something but they still are not coming out transparent, I am only trying this with one tree until I learn it and thats the palm tree, any idea what im doing wrong? and am I suppose to use that texture flag changer for every scene I make or just in the scene I had put all the stuff from you in before I made them meshes? I have them all in my mesh file now so I did get that far , just cant get them transparent yet. Thanks for this .
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  #4  
Old 06-17-2005, 10:56 AM
GeorgeS
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Default texture changer

edit - 6/17/05 I recompiled the texture changer to handle both +0 and uppercase now. Also once you do this, save as mesh in OZ and the mesh tree should be ok.


I have found the newest version of OZ writes out the texture then an "+0" after it. Never saw that before. If you look at your scene, do your tree textures have the +0 after them like in the example below?
If so,then the fix is very easy. Just let me know first before I release a newer version to fix this...

TriangleTex 97.9837417602539, 2.46714067459106, 156.127883911133, -81.9622497558594, 15.5342483520508, 151.429000854492, 93.0469818115234, 6.45521402359009, 354.995086669922, 0, 1, 1, 1, 0, 2, palm_l+0, false, false, True, 0, false, 0, false, 0, True, True, True, True, -0.0728863403201103, -0.997174382209778, 0.0181877836585045, -0.0728862956166267, -0.997174382209778, 0.0181877426803112, -0.0728862956166267, -0.997174382209778, 0.0181877426803112

Also, you most definitely need to change the texture with the program, reload OZ and save the objects to a mesh. Restart OZ and they should have the texture flag set right.

I'm going to do more testing...on that "+0" thingy
GeorgeS

Last edited by GeorgeS; 06-17-2005 at 07:39 PM..
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  #5  
Old 08-10-2007, 10:58 PM
gernblan
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That site is long gone... anyone have these files still and if so please could they make them available again or send to me at gernblanATgmail.com? I WILL rehost them for everyone I promise!
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  #6  
Old 08-11-2007, 03:27 AM
GeorgeS
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Actually that site has a new url
http://www.wizardportal.shorturl.com/
It's a pointer to my server at home, but I will look for those files later today.

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  #7  
Old 08-11-2007, 03:23 PM
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Ok, no luck with those files. You can ask WC if he saved a copy. These were done a way back, and I think OZ now works with transparent textures well. Before then, we had to do alot of work to make transparent things work, but I know he coded this feature into OZ.

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  #8  
Old 08-11-2007, 05:08 PM
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any idea how to work it? theres nothing in the tutorial.
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  #9  
Old 08-12-2007, 12:58 AM
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I'm thinking you really want a masked texture right? Where only parts are transparent - like in trees?
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  #10  
Old 08-12-2007, 01:24 AM
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Yes , thats what i need
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  #11  
Old 08-14-2007, 05:40 PM
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so do you know what i need to do Scorp??
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Old 08-15-2007, 08:31 AM
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Quote:
Originally Posted by Sakrateri View Post
so do you know what i need to do Scorp??
As I recall, you define the area you want to make transparent by making it a color not appearing elsewhere in the texture. I think it has to be black, although it may only need to be the background color.... I don't remember which and it has been a while since I have done this.

Next, in openzone, you go to the File menu and select "Convert to transparent bitmap". Give it the texture you want to use, and the output texture name. OZ will convert it for you and either make a new texture with the transparent areas you want or save the same named texture (your choice). It is now ready to use.

When you have something (for example a sheet) that you want to have the transparent parts, you have to mark it in the properties with Masked set to True. That will make the selected areas of the texture transparent.
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Old 08-15-2007, 06:31 PM
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Hey man thats it , thank you !! |I never knew the convert to transparent bitmap option was in openzone, wow how easy was that ! thanks again !
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  #14  
Old 08-15-2007, 07:11 PM
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well damn :( I thought that was it, everything was transparent in OpenZone but once i got it in game they were not ..........any idea?
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  #15  
Old 08-16-2007, 01:06 PM
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Quote:
Originally Posted by Sakrateri View Post
well damn :( I thought that was it, everything was transparent in OpenZone but once i got it in game they were not ..........any idea?
Did you remember to set the object you used the texture on to Masked = true?
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