Hi,
I'll share how I set up the trees for Track Modder.
If anyone knows a better way than this, please let me know.
I will write a method with two software, 3DS MAX and Blender.
Note: Only works with X Trees. So the main use is for conversion.
Reference:
setting-up trees
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For those using 3DSMAX
1.Aggregate trees of the same material
2.Convert to editable polygon
3.Connect vertices from 0.05m to 0.1m
4.Geometry → All squares
5.Launch
Detach Elements (3dsmax script)
6.Check Center Pivot (+ Convert to Mesh) of Detach Elements
7.Detach
8.Renamed to KSTREE_GROUP_ ”anyname“ _ ”number”
9.Move the base point of the object to the bottom
10.Export
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For those using Blender (I used 2.93)
1.Select a tree with Shift + L for each same material
2.Aggregate with Ctrl + J
(3.On the wire frame)
4.Edit mode
5.Square with Alt + J
6.With parts structurally separated by P
7.Object Mode> Object → Set Origin → Move Origin to Geometry
8.Change the name with the following script
import bpy
if True:
i=100
prefix='KSTREE_GROUP_A_'
postfix=''
start=i
for ob in bpy.context.selected_objects:
ob.name=prefix+str(i)+postfix
i+=1
if ob.type == 'MESH':
ob.data.name=ob.name
print(ob.name)
print(str(i-start) + ' objects renamed')
Reference:
RandomBlenderCode
Please change A of KSTREE_GROUP_A_ as appropriate
9.Export
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View attachment 1065753
By doing the above, you should be able to see the changes like the image.
The image has not changed the shader numbers.
I'm not good at English, so I think there are some parts that aren't communicated to you.
I hope it helps you.
Edit; The code of blender is not displayed well, so please refer to the reference URL.