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Legacy:SpeedTree Using In UT2k3-2k4
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"SpeedTree Using In UT2k3-2k4"
Actor >> SpeedTreeActor
SpeedTreeActor USource
class SpeedTreeActor extends Actor native placeable hidecategories(Movement,Collision,Lighting,LightColor,Karma,Force); ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Default Textures // Default Placeholder Sprite #exec TEXTURE IMPORT FILE=Textures/SpeedTree.pcx NAME=SpeedTreeIcon GROUP=SpeedTree MIPS=1 MASKED=1 // Default Tree Textures #exec TEXTURE IMPORT FILE=Textures/DefaultBark.dds NAME=Bark GROUP=SpeedTree MIPS=0 #exec TEXTURE IMPORT FILE=Textures/CompositeLeafMap.dds NAME=CompositeLeaf GROUP=SpeedTree Mips=0 AlphaTexture=1 ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // UnrealEd Interface // Shared SpeedTree Object var (SpeedTreeActorShared) const SpeedTree SpeedTreeObject; // The unique USpeedTree object this actor shares (be careful editing!) var (SpeedTreeActorShared) const int nRandomSeed; // the SpeedTree's random seed value (affects the tree creation), 0 = random seed every creation, 1 = use value stored in the SPT file var (SpeedTreeActorShared) const string strSPTFile; // the name of the spt file to load var (SpeedTreeActorShared) const float fWindStrength; // the wind strength var (SpeedTreeActorShared) const vector vWindDirection; // the wind direction var (SpeedTreeActorShared) bool bUseWindyBranches; // whether the branches sway or not (more computation, but looks better) // Flags var (SpeedTreeActor) bool bUseLeaves; // whether it draws leaves or not var (SpeedTreeActor) bool bUseBranches; // whether it draws branches or not var (SpeedTreeActor) bool bUseFronds; // whether it draws fronds or not var (SpeedTreeActor) bool bUseBillboards; // whether billboards are drawn at the lowest LOD or not var (SpeedTreeActor) bool bCullBranchBackfaces; // whether the branches cull backfaces or not (some trees like bamboo need to be double-sided) var (SpeedTreeActor) bool bShowCollisionCylinder; // draws the collision cylinder for collision tuning // LOD var (SpeedTreeActor) float fNearLodScale; // the distance for the most detailed tree var (SpeedTreeActor) float fFarLodScale; // the distance for the lowest detail tree var (SpeedTreeActor) float fOverrideLodLevel; // The tree will use this LOD level (0.0 - 1.0). If -1.0, the tree will calculate its LOD normally // Material Data var (SpeedTreeActorMaterials) material matCompositeLeaf; // the composite leaf material var (SpeedTreeActorMaterials) material matBranch; // the branch material var (SpeedTreeActorMaterials) material matFrond; // the frond material (often the same as the composite leaf) var (SpeedTreeActorMaterials) color colorAmbient; // helps to match the speedtree to the level's ambient lighting var (SpeedTreeActorMaterials) float fBranchAmbientMultiplier; // branch ambient adjustment (multiplied by ambient color for the branches) var (SpeedTreeActorMaterials) float fFrondAmbientMultiplier; // frond ambient adjustment var (SpeedTreeActorMaterials) float fLeafAmbientMultiplier; // leaf ambient adjustment var (SpeedTreeActorMaterials) float fBillboardAmbientMultiplier; // billboard ambient adjustment ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Other Variables var private transient float m_fDeltaTime; // global time for wind calculations var private transient bool m_bIsInitialized; // flag to see if actor is initialized or not ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Default Properties
I'd downloaded SpeedTree Demo for Unreal Runtime 22.26.20.02 (it goes well at 2226.19.03), demo don't have Editor, but if you install Unreal Runtime and copy files from SpeedTree demo you may access to SpeedTreeActor and to SpeedTreeRT.dll library. And you may create new trees with this technology I don't well know Unreal Script, but if you guys know how to implement it in UT2k4. Please Post it.
Comments:[edit]
Jan: SpeedTree needs an native C++ object/class in Engine.dll which not exist in UT2k3/2k4. Btw. you cannot add this without the Engine headers/sources.
Nemesisd: Yes I think so too, but look here Native Coding. I don't really know if Epic giving access to the headers of Unreal Engine.