Plant Tree


(ichthorsten) #1

Hi, im a complett noob. Can you tell me how I can plant trees?
I found the button Tree Planter but i dont know how to use it. Plz help me!

:???:


(Thej) #2

Hiya!

well its quite easy actually.

U make a big brush, the size of the area u want ur trees in(in topview)
U make sure that the top of the brush is about the same heigth as the terrain.
While still selected the brush u push the tree palnt button and just with ur left mouse button hammer away in the area within the limits of the brush.
When u see nothing appear, just move the topview a bit, and then ur trees will appear.
Make sure u deselect the tree plant button when u finish!!


(SuperC) #3

:???: Brush :???:


(Thej) #4

Yeh when u are in topview, just leftclick and drag and u see a red square appear, thats the brush.


(SuperC) #5

thats a brush :banghead: damm im a dummie :bored:


(Thej) #6

hehehehe, no ur not, ur just new to mapping.

Every mapper didnt know shit in the beginning, thats why this kind of forums are very helpfull to help eachother out


(DeAtHmAsTeR) #7

tell me about it… i was like this to radient —> :poke:


(Segbroek) #8

Cool tnx Thej,
How can i change the trees that i want to plant? :???:


(Thej) #9

Well it puts all kind of different sized trees in there, but they are the same model.

If u want to change the tree, just select the trees u want changed, press N and change the model(right corner of entities window) and press enter and presto, u got all new trees, but all looking different.


(nakedape) #10

You can also select the terrain itself to plant the trees on. This way you will get the trees planted directly on any slanted bits of terrain and the trees will fall onto the various heights of the terrain.

Also, you don’t necessarily need to select the entire terrain mesh, just select the triangles that you want to plant on. There are a few ways of doing this. The fastest way is probably to drag out a brush for the area you want (or just slightly larger than the area) and right-click in top-down view and choose Select Complete Tall. This will select all brushes that are within the bounds of the brush you drew. This operation will also delete the bound-brush. It’s quite handy :slight_smile:

Play around with the different brush selection methods. They can save you tons of time.


(digibob) #11

There’s a little config file in the /bt folder off the the radiant folder, called tp_ent.txt, this is the config file for the tree planter, it should be all pretty self explanatory.


(Thej) #12

hehehe, i guess thats easier then my way :smiley:


(wudan) #13

Plant a tree save the planet - SD thought of everything!


(Shai) #14

I’ve been having trouble changing the type of tree I plant. When I change the model I get this:

vfsExtractRelativePath: failed
trying with a short version
vfsExtractRelativePath: C:/Program Files/Wolfenstein - Enemy Territory/etmain/pak0/models/mapobjects/tree_desert_sd/floorpalmleaf1.md3
cleaned path: c:/progra~1/wolfen~2/etmain/pak0/models/mapobj~1/tree_d~1/floorp~2.md3
Matching against c:/program files/wolfenstein - enemy territory//etmain
vfsExtractRelativePath: failed
WARNING: could not extract the relative path, using full path instead
ERROR: PicoLoadModel: Failed loading model C

And also this strange shape appears in radiant:

Any clue on what I’m doing wrong?


(DeAtHmAsTeR) #15

get rid of everything before

pak0/models/mapobjects…


(sock) #16

The strange shape in radiant means you are generating a model/tree but the editor cannot find the model to display it. I recommend you re-check your path to the model, like is should begin with “models” not the C drive. Plus have you unpacked the pak0.pk3 file?

Smaller screenshot images would be nice! :wink:

Sock
:moo:


(Shai) #17

sorry about the screen shot. :frowning:

I did unpack pk0.pk3
Well I extracted it to a folder in etmain —> etmain/pk0
Is that correct?

Sorry for the stupid questions!


(sock) #18

You don’t have to be sorry for asking stupid questions, everyone starts out mapping knowing nothing. The pk0.pk3 file needs to be unpacked to the etmain folder so that it creates new sub-folders like “scripts”, “maps”, “textures” etc. If you have unpacked the pk0.pk3 file to a sub-folder called “pk0” then that is wrong.

Sock
:moo:


(hhhmmmmm) #19

There’s a little config file in the /bt folder off the the radiant folder, called tp_ent.txt, this is the config file for the tree planter, it should be all pretty self explanatory.

So it ok to change the setting apply the trees in 1 area , then go back and change the script to apply diffrent trees in an other area.
Like i like the foliage in E.T, but would rather apply that myself using the above method, is this possable and wont cause error’s?


(Doc) #20

I suppose there’s no way to have it automatically plant some clipwood burshes with the trees. Forest maps would be a bitch to clip right.