Author: Souleater
In this tutorial I will explain how to create a tree:
SpeedTree Step 1 : -> Unreal Development Kit 2011-01
-> Tools ->
SpeedTree 5.0 Modeler File -> New
Now at the bottom right you should get this screen:
you select the "Tree Ball" with the left mouse button Taso right mouse -> Add to selected ->
Trunks -> Variable
you select the "Tree Ball" with the left mouse button Taso right mouse -> Add to selected ->
Trunks -> Variable
- At this point you will see the trunk in the "Navigator" and "Generation" you will see a new "ball" call: "Trunks". Select the "sphere Trunks" Right click -> Add to selected -> Branches -> Level 1
- starndard RT
deostro mouse button
-> Add to selected
Now we need to be textured so as to have a real tree.
SampleLeaves_1
Now in the "Generation" click on the "ball Trunks"
In the properties left, look for the heading "Material"
Tools ->
SpeedTree 5.0 Compilier
Now there will come a schermatina, and follow the configuration of my screens.
- -> Leaves
- -> Now in Wide "Navigator" will have a tree like this:
Now we need to be textured so as to have a real tree.
- the top right you should have a screen like this:
- Click on the button that has the following sign:
- add texture: ConiferBark
SampleLeaves_1
Now in the "Generation" click on the "ball Trunks"
In the properties left, look for the heading "Material"
-
- Then click on the "+" to "Branch" and "Material" to select the texture:
- ConiferBark procidmento Do this with the "ball Level 1 "
- So you have the textured trunks and branches. Now we have to texturize the leaves.
- Now in: "Generation" click on the "ball Leaves" In the properties look for the heading: "Leaves" Oa click on the "+" to "Type" and "Material" enter the texture : SampleLeaves_1
- So you'll also have the texture of the leaves as they should. You should now have a tree like this: Now salvaimo all doing:
- ->
- enter the name of the tree, for this tutorial will: Albero1
- (build tree)
- :
- Start -> All Programs -> Unreal Development Kit -> UDK- 2011-01 ->
Tools ->
SpeedTree 5.0 Compilier
Click: Add Trees ... ggiunte to the first tree that we saved.
Now click on: End
In the new shcermata that appears click on the button
Now click on: End
- Now left click on properties button: Start Compilation (F7)
In the new shcermata that appears click on the button
: Compile
Wait ends and close everything.
Content
And this will be the final result:
New Vertex Color
Then
Math -> Add New
Then
Upgrade Notes:
Wait ends and close everything.
- Now on the desktop (I compiled on the desktop) you will leave the following files:
- Albero1.srt
- BillboardAtlas_Normal BillboardAtlas_Diffuse TextureAtlas_Diffuse ConiferBark
- Step 3 ; (import tree in UDK) :
- course open UDK With the cube you the floor, put the ulliminazione and Start Player. View -> Windows
Content
- the bottom click on the button: Import
- Select all the files that are left after the completion of the tree
- Enter the name of: Package
- , I put for example
- Now click on: To All Ok
- Now you'll get in: the Content Browser various textures and the tree that we import, now comes the tricky part. We must create the material and texturize the tree again.
- Click your right mouse button on the texture: Trunk -> Create New Material ... In: Name included the name of the new Material, in this case I've put: MatTronco -> Click on the button : Ok
- Now double click on: MatMaterial just created and will open a new browser window . Select the texture (which is in the top left) then press and hold "CTRL" drag it into the empty space Now click on the black dot next to the texture there, and drag the black dot: Diffuse Now in the top left of the screen click on the button below:
And this will be the final result:
- Now you can close the screen. Now click on the following texture and create a new Material under the name: MatFoglie:
- Now double click on the newly created new Maeriale drag again in the texture space
- We connect the black dot in the texture, the black dot: Diffuse
New Vertex Color
Then
Math -> Add New
Then
- So, reduce but do not close the window, go to: Content Browser and select with the left mouse button, the following texture:
- Now we return to the small screen earlier in the lower left corner of our screen
- click with the right mouse button in empty space
- Texture -> New TextureSeample
- Now connect all as I have done in the following image
- :
- time ever in this screen, below us the option: Blend Mode
->
BLEND_Masked
: Content Browser, double-click: SpeedTree
- Now in the top left of the screen click on the button below:
: Content Browser, double-click: SpeedTree
(which would be our tree)
Seleziniamo our: MatTronco with the Content Browser button In the left mouse
Screen in Game :
- new shcermata that opened when we did the double click: SpeedTree , click on the green freccetina: Branch & Branch 1Material 2Material
- Seleziniamo our: MatFoglie the Content Browser with the left mouse button and click on tits other freccetine remained green. Here's what I get out out:
- Now you can close this scherrmata.
Drag: SpeedTree in our game, now we will come out a tiny sapling XD, you ingraditolo using this option:
Screen in Game :
- Obviously the tree is very simple, but once you understand the mechanism for the times you can do as you
Thursday, January 27, 2011
Rendering
·
There is a new Colorize post process. · You can now force depth of field.
The new Min Blur Amount post process setting can be used to force in-focus pixels to be blurred.
· Various image reflection quality and performance improvements have been made.
· Optimizations have been made to particle emitters, as well as memory improvements.
Mobile
·
PhysX is now supported on iOS. Rigid body physics, fracturable meshes and ragdolls are among supported features. Note: Cloth, fluids and soft bodies remain disabled on iOS for performance reasons.
· Upgraded to iOS SDK 4.2
·
The latest version of UDK Remote supports ping functionality, so it knows when it is talking to a PC. ·
The latest version of UDK Remote's text entry box has been fixed on older versions of iOS. ·
UDK now has a mesh selection preview.
You can now highlight sections of a mesh simply by selecting the corresponding material property. ·
UDK now supports editor map favorites.
You can now star maps that you work with frequently and they'll persist in the editor's toolbar.
·
Move to End of Track has been added to Unreal Matinee. ·
· A box for selecting subgroups within the matinee curve editor was added.
· The rotation widget now draws how many degrees have been rotated in the viewport.
Kismet undo is now able to undo shortcut key-inserted sequence actions. ·
An option to preserve degenerate triangles has been added to the FBX importer.
· Various fixes were made to the FBX importer, including rotations in Matinee, LODs, lightmaps, tangents on movement curves and auto tangents on cameras.
· When importing atop an existing object in an unloaded package, there will now be a confirmation screen instead of clobbering the existing object.
· The AnimSet Searcher now searches all AnimSets that are currently loaded.
· You can now double click on colors in the material editor to open a color picker.
· The new Align to Floor editor lets you snap actors using their pivot point.
· There is now a map check warning for combat volumes and triggers that aren’t referenced.
· You can now re-order properties in the favorites panel.
· A confirmation dialog is now displayed when baking instanced mesh paint data back to the mesh asset.
· The group selection dialog now defaults to listing just the groups in the current package.
· Properties for Location, Rotation and Scale3D are now displayed in real time in the property windows when objects are modified outside of them.
· Ctrl-Shift-A can now be used to select all Kismet actions.
Miscellaneous Enhancements ·
Various improvements were made to Unreal Frontend
including key bindings, map sorting and new cook/make buttons. ·
The Bink player has been upgraded to version 1.99a. ·
A new network profiling tool captures server information primarily for outgoing bandwidth as it relates to data transmission and network events. The network profiler takes into account all actors types, RPCs and properties that are replicated during a data stream and then summarizes replication counts and sizes.