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MrIslomaniac

Vegetation Layers

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@Marleys Ghost

You can always imagine situations where creating a vegetation layer at runtime will be useful for some cool effect for example.

Let's say, you have a burned landscape and the player has to go and break a dam to let water flood the valley.

After that, the grass will grow again -> paint new terrain layer texture at runtime (which is possible) and create grass instances (which is not possible atm).

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You can always imagine situations ..

 

Obviously not hence the Q lol .. but after reading your reply yes I can see where it might be useful .. unlike the other replies on this thread to a simple Q about the practical application. :P

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We have a current need to populate small regions from GIS sources with vegetation maps. The current editor runs out of memory and falls over if you try and auto-populate the largest possible map size. Not that we want to auto-populate such a large map but there are plenty of compounds, rivers and fields with vegetation.

 

We would love to be able to generate vegetation in code to make an importer. Any information on storage format for this would be cool.

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I'm sure there was a command for this in the original release of the engine ... but it got taken out.

 

[EDIT]

Yep, I was right... from Leadwerks Engine version 2.0

 

//*****************************************************************************
//****                                                                     ****
//****                          Mesh Layer Commands                        ****
//****                                                                     ****
//*****************************************************************************
typedef	TEntity	(_stdcall *TCreateMeshLayer)		(TEntity terrain, TEntity mesh, int resolution, flt size, int subdivision);
typedef	void	(_stdcall *TConstrainMeshLayer)		(TEntity meshlayer, flt minheight, flt maxheight, flt minslope, flt maxslope, int alignToNormal);

 

Maybe Josh could just expose something like that again.

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