• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSX tweaking trees

Messages
2,388
Country
us-washington
What are the parameters for trees in FSDSxTweak? I have two polys 90° from each other. each poly seems to rotate independently from the other as if around their own individual axis. Not cool. There is a correction for this in Tweak. Can't find any tips on this at Tweak forum.

Right now I tweaked as- z-write alpha box checked and then z-alpha and 128. Didn't helped. Bob
 
Well- I make a tree in FSDS 3.5. I end up with 4 polys, 2 are back to back and joined. The other 2 ... the same. In FSDS everything looks fine.

Made sure I did center axis to part and reset axis rotation. Then I join the whole sheebang. Rotate it aorund in preview pane and it looks great.

compile and place. At first it looks good. rotate or slew around the tree and on poly looks like it is rotating on its own y axis (vertical) while the other poly is rotating on ITS own y axis 1/8 inch off of each other. If I rotate it before I place it it does the same thing.

I'm trying to find out how to make the tree act as one piece as it should. There's a way in Tweak, but I guess I forgot the settings. Bob (will try to post a pic.
 
jpfil- here's some shots basically in order. notice how one poly rotates differently than then other. Top down view looks like they are rotating normally.

I see other trees people have made that don't do this. Bob
 
Last edited:
Looks like a drawing order problem to me. It could help if you split the polygons where they cross (so you end up with more polygons).
 
This is how I made a tree:

1. made a rec. applied tecture to one side.
2. poly mode- deleted all except the side with texture.
3. copy/paste, poly mode flip all selected. joined.
4. made sure to delete orphaned points and snap to scale for good measure.
5. copy/paste and rotate 90° and joined.
6. save, compile to xtomdl according to my set prefs in FSDS.
7. added to library and started FSX.
9. went to place tree1.... this problem occurs.

This time repeated all of the above but did not join the last step.
result same problem. Poly count is the same no matter what. - 4 polys. Bob
 
I am not sure that I well understand the problem (I am not perfectly bilingual), but : when using transparency, the last object created display always over the others transparent objects.
 
Hi Bob,

But did you try to make sure that all 4 sides of the cross are a separate polygon? So not two long polygons that are visible from both sides, but 4 "arms" of the cross, each as a double sided polygon?
 
No I did not. Maybe that's my error. I thought I could make a poly, delete all side but one. copy and paste then flip that one so it is visible. texture both side and join. Then copy that and rotate 90° and make sure they are both centered on each other.

so do you say I must make four separate "wings" - full polys each and make sure each is textured only half of the tree showing and match it to the other wing? Bob
 
You specified Zwrite .. But. Z-test?
Also which Ztest are you applying.

Ztest,slider 128, test GreaterEqual, Z-write alpha, assume vertical normal.

If it is a single material it really can't be a drawing order issue as such. The object is static so that means no test is being applied
Sent from my mobile .. words substituted by iPhone at will.
 
Back
Top