Hi Alien,
Placement of the trees is nothing like Blitztree was, this engine treats the trees as a normal BlitzID, for the most part. Things like:
Positionentity MyTree, x#, y#, z# are allowed. Theres no heightmap to deal with.
Lighting is completely possible, unlike blitztree3d where you had to use color sets and the tree prongs were set to no-light - this new engine fully accepts DX lighting or you can do vert lighting, its your choice.
The tree media is easier than blitztree ever was. You can make tons of tree types with the enclosed media and the media tree editor or you can build your own. its easy.
this is a simple shot of me building a tree -

Basically you rig the trunk mesh with joints, label every joint you wish for the tree engine to interact with ( do animations ) you name the joint mSway(anumber).. you can have as many sway points as you want or none at all. Next you'd attache additional joints to the trunk joints and label them prong1-prong10000, each of these joints represents a placeholder for the engine to deal with pronging. treeparty handles all animations dynamically in realtime, you dont have to animate a thing.
I hope this answers your questions.
Placement of the trees is nothing like Blitztree was, this engine treats the trees as a normal BlitzID, for the most part. Things like:
Positionentity MyTree, x#, y#, z# are allowed. Theres no heightmap to deal with.
Lighting is completely possible, unlike blitztree3d where you had to use color sets and the tree prongs were set to no-light - this new engine fully accepts DX lighting or you can do vert lighting, its your choice.
The tree media is easier than blitztree ever was. You can make tons of tree types with the enclosed media and the media tree editor or you can build your own. its easy.
this is a simple shot of me building a tree -

Basically you rig the trunk mesh with joints, label every joint you wish for the tree engine to interact with ( do animations ) you name the joint mSway(anumber).. you can have as many sway points as you want or none at all. Next you'd attache additional joints to the trunk joints and label them prong1-prong10000, each of these joints represents a placeholder for the engine to deal with pronging. treeparty handles all animations dynamically in realtime, you dont have to animate a thing.
I hope this answers your questions.