Vilham wrote:wait the udk has the actual editor?
Speedtree editor and compiler are both packaged as tools within UDK. They are standalone tools (find them by going to start menu -> udk -> tools) but there is also a speed tree editor inside UnrealEd itself, although all you really use it for is to apply materials.
Glad you fixed your issues. I don't generate billboards when I compile because as you say they look pretty bad. So far I've not run into terribly serious performance issues despite this, and my map is pretty large.
I also have no collision, hadn't tackled that issue yet but its good to hear it's done in speedtree. I love that program.
I have a question - do you have to scale your trees up in the editor? When I use the size scalar of 1.0 for my tree in the speedtree editor, importing it to UDK makes it smaller than a tiny bush. I have to scale it up 10x in UDK for it to look right. I tried scaling it up 10x in the Speedtree editor and ran into crazy funky issues with wind effects / animation.
Scaling them up in UDK works fine, but do you know a way to avoid this?