Hi i am searching for advise on the creation of features with blender. the features should be tileable and use <TileArtType>TILE_ART_TYPE_TREES</TileArtType> tag in the art defines.
I encountered one major problem with this however: when i make custom meshes they will not use NiStringExtraData: OFFSETCOUNT within the *.nif meaning they will ignore height changes due to mountains and hills, thus disappearing within hills and mountains instead of on top of them.
this becomes really interesting when i merge the meshes of the custom model with that of the trees into one mesh, the parts of the trees will work fine and the custom parts will still mess up. Does anybody know why this happens and how to fix this problem? currently the only method of making new features is by editing the old ones which significantly reduces the options for creating new art.
Below are some explanatory pictures
1) Used the tree stumps of the civ IV trees and merged them with the sugar leaves from the sugar resource into one mesh:
2) the overall structure of the mesh in nifskope:
3) testing ingame: the tree stumps correctly change z-level on hills, whereas the leaves are displayed in horrible ways:
I encountered one major problem with this however: when i make custom meshes they will not use NiStringExtraData: OFFSETCOUNT within the *.nif meaning they will ignore height changes due to mountains and hills, thus disappearing within hills and mountains instead of on top of them.
this becomes really interesting when i merge the meshes of the custom model with that of the trees into one mesh, the parts of the trees will work fine and the custom parts will still mess up. Does anybody know why this happens and how to fix this problem? currently the only method of making new features is by editing the old ones which significantly reduces the options for creating new art.
Below are some explanatory pictures
1) Used the tree stumps of the civ IV trees and merged them with the sugar leaves from the sugar resource into one mesh:
Spoiler :
2) the overall structure of the mesh in nifskope:
Spoiler :
3) testing ingame: the tree stumps correctly change z-level on hills, whereas the leaves are displayed in horrible ways:
Spoiler :