It depends, If the tree still has the green cross at its base hover the cross and when it red press DEL. If it does not you have to manually remove it form the trees.txt file until v0.51 that I'll release today.How to delete tree
It depends, If the tree still has the green cross at its base hover the cross and when it red press DEL. If it does not you have to manually remove it form the trees.txt file until v0.51 that I'll release today.How to delete tree
TreePlanter 0.51 is a Lua app designed to streamline the process of adding 3D trees to existing tracks.
3D trees requires CSP 0.1.79 or greater.
Install:
Drop zip file in ContentManager or copy Lua folder to assettocorsa\app\.
Changes:
- Random tree type selection
- Tree list filename is now trees.txt
- Automatic load of existing trees.txt
- Few bug fix
- Inclues 1 new maple tree
- Ability to remove rendered trees. Hover the green cross at the tree base and press DEL when...
Yes, just share the extension folder and its content. Others will not need the TreePlanter app for trees to be displayed.Once a track is modified with 3d trees, is there a simple way to share the modification with friends, other users or in general. It would mean many tracks could be updated and shared quickly rather than everyone repeating the same task over and over?
Bin or zip files needs to go in [yourtrack]/extension/trees/ (same place where tree0.zip and maple.bin are). Hit refresh in the app and they should show. To make sure there are in the correct folder click on "Open working folder" and your files should be there.I added some .bin 3D tree files and they don't show up in the app. Do I put the .bin files somewhere particular? Thanks.
Bin or zip files needs to go in [yourtrack]/extension/trees/ (same place where tree0.zip and maple.bin are). Hit refresh in the app and they should show. To make sure there are in the correct folder click on "Open working folder" and your files should be there.
Don't hesitate if it's not working!
There is nothing special to enable. Paste me the top 5-10 lines of your tress.txt file. If it's a publicly available track give me the name of the track.Hi guys. I’m having a problem,which the trees won’t spawn after planting. I’m on csp 1.79 P5 & latest sol with pure 1.65.
With the treeplanter app,it generate the extension folders & all with no issues,but after placing the tree and save,the track just quickly refreshes as it should but I will see no trees. Have tried deleting the extension folder & reinstall app,still nothing.
Is there some settings I should enable in CSP for it to work ?
Thanks
csp settings: https://acstuff.ru/s/a_9YXvThere is nothing special to enable. Paste me the top 5-10 lines of your tress.txt file. If it's a publicly available track give me the name of the track.
Additionally, if you can share your CSP settings. Goto Content Manager > Settings > Custom Shaders Patch > General Patch Settings > Share Link (at the bottom of the page)
All looks good to me and trees are showing fine. You have a strange setting in Graphic adjustment where FAR_PLANE=200000, 30000 instead of FAR_PLANE=20000, 30000 but that did not affect anything anyway. I tried with your config and other then everything is washed out trees where still showing.csp settings: https://acstuff.ru/s/a_9YXv
configure: size variance = 0.5, 1.1
configure: angle variance = 0, 360
configure: width variance = 0.8, 1.6
tree:tree0.zip; 141.3441619873,22.029823303223,-117.10794830322
tree:tree0.zip; 138.79309082031,21.785171508789,-110.17697906494
tree:tree0.zip; 142.41108703613,21.865425109863,-113.52188110352
tree:tree0.zip; 148.50389099121,21.821578979492,-118.92730712891
tree:tree0.zip; 142.34516906738,21.951873779297,-115.91202545166
tree:tree0.zip; 135.8832244873,22.040596008301,-116.51095581055
tree:tree0.zip; 142.4168548584,22.04174041748,-121.22640991211
tree:tree0.zip; 142.66990661621,21.889366149902,-114.41953277588
tree:tree0.zip; 137.79164123535,21.908180236816,-112.29950714111
tree:tree0.zip; 129.89245605469,22.03963470459,-113.69149780273
Theres the csp setting & the tree txt file. im assuming most of it are just locations of the trees right ?
I've also tried in DDM tsukuba,or even any of the base kunos track,non of them works for me.
Track is just forest park 2022,its free and can be found on vosan.
Thanks
Thanks for the info, Is there a specific tree that you can pinpoint so I contact the creator? Would you have a good fbx with LODs that you can share (I need the source, not the bin)? I will add your to the recommended reference.Hey @FastFred , be careful with the freely available 3D trees that are just the converted versions of the models from TreeIt itself. I tried using them in my own tests with AC Foliage, and they are not configured right for massive spawning and large landscapes. They crash the game. Using them for a few trees here and there it's fine.
I just made the first 3 resources I made for trees free so feel free to grab them from here and experiment with your tool as well:
3D Tree - Elm - https://ko-fi.com/s/f8f15ff8f9
3D Tree - Ponderosa Pine - https://ko-fi.com/s/881f224049
3D Tree - White Spruce - https://ko-fi.com/s/875f8f4991
Keep up the good work .
That is helpful information. Do not spent time on a video for now. I only need to see object hierarchy, naming and poly count. I know my maple tree has 2 LODs, tree_LOD0 (12k poly) and tree_LOD1 (5k poly). I was wondering if naming was correct. I am not a modeler...In my experiments the main things I found that play a huge role in how well 3D trees work are:
1. The number of polygons is the obvious one. Having a single tree with 700,000 polygons absolutely destroyed the game. The trees I made (Ponderosa Pine, White Spruce, and Elm) have their LOD0 at around 40,000 polygons. Most of the trees from the TreeIt collection that you were using are around the 10,000 plygons mark. I think there is one or two of them at the 22,000 polygon mark.
2. Number of levels of detail (LODs) is the second thing. The models from the TreeIt collection were only built with a LOD0 and LOD1 meshes. I am not sure how reduced those LOD1 meshes are, but for some of the trees they seemed a bit much as there was a noticeable change in model when you moved the camera further from the trees. My trees have 4 levels of detail from LOD0 to LOD3. Where my LOD3 models are usually in the 4,000-12,000 polygon range. Having more of these levels of detail allows for more seamless drop in mesh quality as you get further away from trees and preserves that 3D look and feel as much as possible.
3. Probably the most important thing I noticed in my testing is the configuration of the LODs inside of the tree.ini in the bin files. This file gets automatically generated by the Tree Model Converter. I am not sure how the DISTANCE parameter gets computed in it, but it's the one thing that makes or breaks the resources. The ones from the TreeIt collection I believe have that parameter changed from what it was generated as and populated with a value that doesn't work correctly. At certain amounts of trees it ends up crashing the game. The tree0.zip tree on the other hand has that parameter set to 4000. Which I am also not sure is correct, but there I believe the entire model is so low polygon that it is still able to handle a lot of them visible in game. With my own trees I modified the parameter further, but I experimented with it to find the breaking points for each tree, so the values are in my opinion a little more optimized/reasonable. That being said I am yet to try to push the game engine to it's limit and see what the maximum number of trees with my resources is.
As for the FBX files, I have the actual blender files for my trees, and can share those if you want. I could probably film a tutorial video on how to make trees from start to finish, and get them optimized for the game.
Yes the decimate modifiers are applied before fbx export. I was looking at Tree Model Converter code. You are correct, the name does not matter. It sorts them by vertex count and also uses that count to set the LOD distance in the ini file. I decompiled tree0.zip and it was not created by CM-TreeModelConverter. It's an unknown format to me. I will be contacting the creator.From my experiments i dont think the names of the meshes actually matter. I've had them named all kinds of things and the converter accurately assigned them. I think it literally just counts the faces per mesh and organizes them. In my trees I name them lod0, lod1, lod2, lod3. But again I don't think that matters at all.
I see in your screenshot you have modifiers on the meshes. Make sure those are applied before you export. I don't think it would matter much but worth a try.
Would it be possible to add Bushes, Fences, crowds.I also do not use mush 3D trees as I do not have a proper GPU. I am working on an other app to place objects on the track itself and the idea came up for the TreePlanter when I saw people using a combination of Excel sheets, Object Inspector, Railroad Planner,... I am just too lazy to hand place objects one by one
Unsure how the Far Plane changed to that,I dont even remember changing that,as im not even sure what it does,unless it had something to do with mods I downloaded from before..All looks good to me and trees are showing fine. You have a strange setting in Graphic adjustment where FAR_PLANE=200000, 30000 instead of FAR_PLANE=20000, 30000 but that did not affect anything anyway. I tried with your config and other then everything is washed out trees where still showing.
That said it can't be a problem with the app but it needs to be with your settings.
You might want to
1. remove zips in assettocorsa\cache\trees_data\ and reload the track (these are put there by CSP)
2. send me your shared assetto corsa > video settings