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Old 11-09-2008, 05:45 PM   #1
cat

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Default [help] Trees and minimaps

When creating the minimap, the trees wont appear. To solve this I would change the drawtistance of overgrowth to 2000 (from 800). however this makes them disappear until I click regenerate all, which makes the previously calculated lightmaps useless. Is there a way to get around this?
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Old 11-09-2008, 06:03 PM   #2
Nickbond592
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Default Re: Trees and minimaps

follow rhino's minimap tutorial, problem solved


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Old 11-09-2008, 06:16 PM   #3
[R-DEV]J.F.Leusch69
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Default Re: Trees and minimaps

but he used Photoshop, so is there a way to make a minimap that shows overgrowth without PS??


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Old 11-09-2008, 06:20 PM   #4
Nickbond592
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Default Re: Trees and minimaps

yes if you follow the tutorial, it tells you to generate lightmaps on a small object.

doing this renders the Trees as objects that then render on the minimap, you then use this image created to tweak for the final minimap.


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Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
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Old 11-09-2008, 07:21 PM   #5
[R-DEV]Rhino
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Default Re: Trees and minimaps

I find it amazing how cat fails time after time on following my tuts that so many people have no trouble with....


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Old 11-09-2008, 07:44 PM   #6
cat

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Default Re: Trees and minimaps

For the most part I know how to create minimaps. Also I do know how to make trees appear. However if you would read my first post I was having problems with adjusting the viewdistance without rearranging the trees. And your tutorial does not specifically mention how to get around that (I looked for "tree" in the topic and it only shows up at the start.) So I fot why read this long text when the keyword I was looking for does not even appear in it?
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Old 11-09-2008, 08:30 PM   #7
[R-DEV]Rhino
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Default Re: Trees and minimaps

no you see that is where you are 100% wrong.

http://www.realitymod.com/forum/f189...t-minimap.html

if you bothered to read my tut you will find it goes into every detail of even how to render every tree, bush and barrel on even 4km maps right on the edge but did you look? no.

it is very obvious from the title that the tut is about making the best minimap possible, and from the very top of the posts it shows you what kind of minimap you can get out of reading the tut, and if you look at them, you will notice all the trees are drawing. Then if you read though the tut you may in fact find out it tells you in a very simple step by step process how to make your trees render.

Basically every post I have seen you make about questions could all be answered by looking though tuts or even a simple search on the editor forums, hence the reason why I make these tuts so I can help people without having to tell everyone how to do stuff over and over.

Until such time you can bother to read my and others tuts that we put a lot of time and effort into making I will not bother helping you if you are not going to help yourself.


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Old 11-09-2008, 08:50 PM   #8
cat

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Default Re: Trees and minimaps

2 things

1.

I was looking for a way to fix the TREES on the minimap without having to generate them all. For this I searched the tutorial for the word "tree", which is if I may assume, a reasonable thing. Now "tree" only appears at the start of the tutorial. From this I assumed that the tutorial does not adress the problem I am having. I did not say that your tutorial does not work or something. So there is no need to get hostile.

2.


As pointed out here:
Quote:
yes if you follow the tutorial, it tells you to generate lightmaps on a small object.

doing this renders the Trees as objects that then render on the minimap, you then use this image created to tweak for the final minimap.
I actually can not find the part of tutorial that describes the procedure above. I mean I actually can not find this part. Literally. If I would have found the answer in it I would not have created this topic. I may note that I skipped the parts talking about large minimaps. Because I was looking at a 512 map. Also english is not my native language so that may be another reason I cant find it.
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Old 11-09-2008, 08:54 PM   #9
[R-DEV]Rhino
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Default Re: Trees and minimaps

I can't belive I'm having to quote this for you.... it is really not that hard, if you bothered to follow the tut start to finish you would have got it anyways...

Quote:
Third tweak we must do is to make all the overgrowth show up on the map as static objects. This means they will draw on your minimap in the postions they really are, tweaking your overgrowth draw distance will rearrange the positions of all your overgrowth, and then your overgrowth wont line up with the shaddows on the terrain.

To do this, all we need to do is lightmap one object in the map. This dose not work for all users but I think what you need is some sample files in your mod path which if you have the PR lightmap samples installed, it wont be a problem. Best thing to do is pick a really simple, small object to relightmap. I always choose the 1m crate where ever possible, just select it, and go trace selected item(s), and lightmap at the quility it was before (ie, should be final unless there is some reason why not). After that objects lightmaps are done, you should now notice all the overgrowth on your map has turned to static overgrowth, turn your overgrowth off thou you should have not had it on before to check. Good way to check is to drag a selection box around it, if you can select it and you did not place it before, then thats good news and you are all set


(ignore the fact the bush aint cast any shadows, long time since i did my last terrain lightmaps)

note: overgrowth = trees and the pic of a bush is the same as a tree as its a overgrowth object...


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Old 11-10-2008, 12:15 AM   #10
cat

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Default Re: [hekp] Trees and minimaps

Quote:
note: overgrowth = trees
this must have been the root of this misunderstanding. Did not really think of looking for that keyword
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