Decided I would build and export the remaining shadow equipped models. Going on an hour now, both without completion, and without crash. I guess this is good. I didn't know how long it would take to batch them all, but now I don't want to halt it to find out how it's doing.
I spent quite some time in the park with my boy today, looking at rock outcrops, and checking out fall foliage again. It seems like only a few months ago I took all those fall foliage pictures and released the leaf sets by species. Now I have a few to add. I also have unfinished varieties from last year I still need to package, as well as a very large list of conifer parts. I was quite busy collecting textures this spring and summer!
I'll be soon adding the following and updating others:
- ironwood/horn beam/blue beech
- big tooth aspen
- common witch hazel
- purple smoke bush
- common aspen/Norwegian aspen
- London plane tree
- another red maple hybrid with large full leaves
When I get around to packaging the pine and spruce foliage, what I am going to do is build a comprehensive layout for the whole tree in a single image file. I need to show the following for each species:
- New growth assortment
- Previous growth assortment (for spruce and pine, this can be kept for 2-7 years, instead of turning branch like)
- Young wood texture
- Transition wood texture
- Old Wood texture
- Dead small wood texture
- Dead large wood texture
- Knob decals assortment
- Cross section texture
I am also thinking of using my tree builder to instead create custom textures built from all this, which instead of showing the tree down to the individual leaf, I compile the assortments into a collection of pre-made branches. For rigid pines, I will probably portray these in a range of growth, having a few constructed branches for 2 to 6 years of growth each. This will substantially save on resource use in game because instead of drawing the branch down from 0 to 6 years back, I can just pop on a six year old branch in its place.
I'd like to package the tree builder with some species model lists in GMAX format. Something like 101 branches per species would probably do it. I can then import them by name to the main tree builder and just put them together like a kid's model car. On each of the branches, I can further create variation by including on the branch model a dummy node, which the script can pick up as a placement point for something of lesser age, calling back to the variety file to collect another. Technically, the way the tree builder is set up, I could also pick a dead sub branch to attach, and that branch can veer off at some angle predefined in the species listings I have constructed.
Yes, I travel outside with a protractor and ruler, because I'm weird.
So instead of building the tree via script at every year of growth, I'd also like to switch to pre-built tree segments, with the knob decals already on the segments. This can save me unneeded mesh vert counts, and allow me to further increase detail to the collection any time by just adding one to the list. If I see a section of tree I like in the woods, I can just go home and build that section, not rebuild the tree maker script.
If I complete this project in this way, which I already know will be far down the road, being that I am entering back into the geophysics program at WMU in January, I'd like to release a series of 101 finished trees for each species, providing an assortment of ages for each tree types.
But... for now, all I need to really think about is finishing this tileset before January rolls around, and hopefully I still have time to fix and package the rolling hills tileset I was working on just before this one. That one is pretty much done but the decals and on-tile vegetation/rocks. And now I know how to fix a few of the issues I was having with it. Now I can show those 4 different color levels of the badlands region as I wanted, and also fix the shadows.