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No, I just finished my first tree. You basically make the object in your favorite 3d modeling program. Import it as a tree and the asset editor will automatically apply the swaying animation. You can do this with any object if you want. If you imported a building as a tree it would sway too.

The difference between buildings and trees though is that they use different shaders... so you can have double sided planes as a tree but if you import as a building you can only texture one side of a plane because unity will make the other side invisible.
 
I also have a couple of questions regarding tree modelling:

-how do you create a proper LOD model? All of my custom trees vanish when viewed from further away. The standard *_LOD.fbx naming technique also doesn't fix this.

-why do custom trees sometimes turn invisible right after plopping them? This happens on certain kinds of ground (e.g. near streets). The shadows are visible but the tree isn't.

-how can you implement different versions of the tree which will be used when the tree is affected e.g. by ground pollution?

-is there a way to remove the smoothing effect that is applied to the model after importing it as a tree? On more abstract shapes it looks strange.
 
OK so I successfully got a tree into the game. But like I been reading from others, what's up with the difference between the 3D app and what it actually turns out to be in game??

This is what it looks like in Blender
InBlenderWillow_zpsffcrcby0.jpg


And this is what it looks like in game
InGameWillowIssue_zpsrngr5sbl.jpg


In the game there's a serious fringe effect around the leaves. But zooming closer it looks better but still fringed. Is this where the LOD model comes in handy? In this case I didn't make one.
I hate what the game does to the texures. It's like too much subsurface scattering and a plastic material preset.

UV mapping this was a B*@#!! BTW
 
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