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 [World Editor] SpeedTree - importing new SpeedTree models?

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jstrat74
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PostSubject: [World Editor] SpeedTree - importing new SpeedTree models?   Thu 17 May - 18:36

Can this be done at all. The formats of the current SpeedTree demos inside Multiverse are in a format that doesn't seem to be used by any version of SpeedTree.

Since my project is projected to take a very long time, I have an intial plan to get a "fake" version working to learn the ropes. Getting a faux, sample of my world started would be great, especially if I can get these models imported, as the demos are extremely high-quality for grass, foliage and trees.

I just can't figure out how to import more SpeedTree models into Multiverse. Anyone know how?
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AWM Mars
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PostSubject: Re: [World Editor] SpeedTree - importing new SpeedTree models?   Fri 18 May - 11:06

To my knowledge, Speedtree exports as OBJ's. Maybe try using DeleD (It's free) HERE, import your OBJ using the OBJ Importer Plugin, and use the Multiverse Exporter plugin that's available.
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jstrat74
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PostSubject: Re: [World Editor] SpeedTree - importing new SpeedTree models?   Fri 18 May - 12:33

One bump after another Razz I think my Demo of SpeedTree was timed and it disabled itself.

I'll try downloading a new one, but that was probably my problem as the demo may not allow exporting.

Thanks for the info, though. Maybe I'll have a chance to test it out.
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PostSubject: Re: [World Editor] SpeedTree - importing new SpeedTree models?   Fri 18 May - 12:45

I had to remember my steps. I apologize for any confusion. A lot of time passes between experiments and I sometimes forget where I'm at, even when keeping a journal. Razz

I was able to get a newer SpeedTree model of some vegetation and trees. It seems they are in .dae(I think that's COLLADA?) and have many .TGA image files associated with them. I tried importing the .dae using the asset importer>choosing speedtree>locating the .dae file>and dragging all the associated .tga files to the window. In world editor, it successfully shows up, but when I actually try to apply it, it crashes world editor, every time.
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jstrat74
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PostSubject: Re: [World Editor] SpeedTree - importing new SpeedTree models?   Fri 18 May - 12:51

Sorry for triple-posting. I remembered something else. Multiverse insists on looking for a .TRE file when looking for anything SpeedTree, but I've discovered SpeedTree actually doesn't use this format. I'm not sure they ever did. They currently use .SPM
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Xangis
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PostSubject: Re: [World Editor] SpeedTree - importing new SpeedTree models?   Sun 20 May - 5:53

Are you using the world editor from the installer on Sourceforge or are you using one built from svn source? I'm up for taking a crack at importing a tree and seeing if there's anything that can be fixed to prevent crashing. Could you send me the .dae and .tga files you tried to import so I can try to reproduce the problem? My email address is my forum username at yahoo.com.

Have you tried just renaming the file with the different extension and seeing whether anything happens when you try to use it?
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jstrat74
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PostSubject: Re: [World Editor] SpeedTree - importing new SpeedTree models?   Sun 20 May - 7:38

Absolutely. Would a .zip file of the different assets I have work?

Also, that last post of mine is the most important, I think.

Although, it is true that I was having all the previous trouble, I think the latest issue that I remembered, is the most important and overrides all the other issues.

That is: Multiverse is looking for a file type called .TRE which doesn't exist. As far as I know it doesn't exist anywhere in the real world. I found very small evidence that it is/was used in older games and possibly only ever by the game company EA. Current SpeedTree files are in .SPM and even older SpeedTree files are not .TRE or .SPM.

I will gather up my resources for you. Any help would be greatly appreciated. Thanks in advance.

And, yes, I've tried renaming files, but I may not have tried every possible combination of tweaks.
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PostSubject: Re: [World Editor] SpeedTree - importing new SpeedTree models?   Sun 20 May - 9:03

Sure, a zip file would work.

I see in the Multiverse AssetRepository code where it forces a .TRE extension. I imagine that the right solution will be to get a copy of the current SpeedTree file format spec and create an updated import filter to handle the files. Can't hurt to check.
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