Kraut Tree Editor - import textures?
Posted: Tue Aug 14, 2012 3:16 pm
Here is a very nice free app to generate trees and plants,. I have not found any way to import the full resulting files into ZGE, however I am not up on 3d format conversions,. if anyone finds a way using free apps,. (blender, etc.) do please let me know! I can get the mesh in,. but without the texture data (for the fronds, and barks) it is largely useless. Well can likely find some uses
http://www.artifactgames.de/Kraut/
"Kraut is a program to procedurally generate plants, especially trees. Through a set of parameters you specify how a tree is supposed to grow. Various different, but similar trees can be generated from the same specification. Additionally there is a manual editing mode, which allows to easily paint branches by hand, such that very unique trees can be created.
BETA 1 Features
Procedural growth of branches and fronds.
Easily create thousands of variations from the same tree specification.
Interactive WYSIWYG editor.
Undo / Redo system.
Export Meshes to OBJ format.
Export Meshes to FBX format.
"Leafcard" mode to easily create textures which can be used to represent entire branches. This enables you to create highly detailed looking trees without many polygons.
Exported leafcard textures are automatically processed to be well suited for mipmap creation.
Automatic computation of up to five level-of-detail meshes with much reduced polygon counts.
Many tweakable options to get the best quality out of level-of-detail meshes.
Manual editing mode that allows to easily paint unique branches exactly as desired.
On manually created branches additional procedural branches may be grown.
"Physical Simulation" mode: Branches will try to grow around obstacles, such as other branches or additional objects that can be loaded from OBJ files. This allows to create a tree that shall fit perfectly into some corner of a game level.
Several sample trees and sample leafcards included."
http://www.artifactgames.de/Kraut/
"Kraut is a program to procedurally generate plants, especially trees. Through a set of parameters you specify how a tree is supposed to grow. Various different, but similar trees can be generated from the same specification. Additionally there is a manual editing mode, which allows to easily paint branches by hand, such that very unique trees can be created.
BETA 1 Features
Procedural growth of branches and fronds.
Easily create thousands of variations from the same tree specification.
Interactive WYSIWYG editor.
Undo / Redo system.
Export Meshes to OBJ format.
Export Meshes to FBX format.
"Leafcard" mode to easily create textures which can be used to represent entire branches. This enables you to create highly detailed looking trees without many polygons.
Exported leafcard textures are automatically processed to be well suited for mipmap creation.
Automatic computation of up to five level-of-detail meshes with much reduced polygon counts.
Many tweakable options to get the best quality out of level-of-detail meshes.
Manual editing mode that allows to easily paint unique branches exactly as desired.
On manually created branches additional procedural branches may be grown.
"Physical Simulation" mode: Branches will try to grow around obstacles, such as other branches or additional objects that can be loaded from OBJ files. This allows to create a tree that shall fit perfectly into some corner of a game level.
Several sample trees and sample leafcards included."