Foliage Replicator ?
by Areal Person · in Torque Game Engine · 02/14/2006 (4:07 pm) · 11 replies
Could someone explain how to use the Foliage Replicator ?
I'm trying to create grass that sways in the wind, how can I do that ?
Thanks,
I'm trying to create grass that sways in the wind, how can I do that ?
Thanks,
#2
Thanks for the info. That was nice of you.
I'm just trying to determine if I'm going to blow $100.00 bucks on the indie lic.
as it seems like I'll need to do that to get to level #2
I've looked at some of the games here on GG. Could I ask what is the best game
as far as cutting edge graphics. Also, I've been trying to find some other advanced
games besides tribes that has been created using the engine, I must be overlooking them because
with a site this big, seems like there would be some Huge titles besides a tank game and
some marbles :)?
Thanks again !
02/14/2006 (6:13 pm)
Ok, first, Thanks for not being an AssHat Ha, Ha...Thanks for the info. That was nice of you.
I'm just trying to determine if I'm going to blow $100.00 bucks on the indie lic.
as it seems like I'll need to do that to get to level #2
I've looked at some of the games here on GG. Could I ask what is the best game
as far as cutting edge graphics. Also, I've been trying to find some other advanced
games besides tribes that has been created using the engine, I must be overlooking them because
with a site this big, seems like there would be some Huge titles besides a tank game and
some marbles :)?
Thanks again !
#3
02/14/2006 (6:44 pm)
Areal - Download Lore Invasion or checkout the Illumina screenshots.
#4
02/14/2006 (7:58 pm)
Wow, that should realy be posted on TDN.
#5
Hey, Ok I've loaded up the Foliage Replicator and set the FoliageFile to
"ftp/data/ArealTree.dts" (Thats my Tree)
I've tryed everything and all it does is bomb with a memory error :(
I think malloc is failing or it is trying to move bad data into address 0xFFFF:0000
and core dumping or somthing...
It never puts any trees there ? What do I'm doing wrong ?
It might be my file type, whats a valid file type and bpp depth or whatever ?
02/14/2006 (8:04 pm)
Cool, thanksHey, Ok I've loaded up the Foliage Replicator and set the FoliageFile to
"ftp/data/ArealTree.dts" (Thats my Tree)
I've tryed everything and all it does is bomb with a memory error :(
I think malloc is failing or it is trying to move bad data into address 0xFFFF:0000
and core dumping or somthing...
It never puts any trees there ? What do I'm doing wrong ?
It might be my file type, whats a valid file type and bpp depth or whatever ?
#6
-Jase
02/14/2006 (9:44 pm)
You need to use the fxShapeReplicator for trees, or pretty much any DTS model. fxFoliageReplicator uses an image file, i.e. *.jpg, *.png - which is why Torque crashes when you try to use the DTS with the foliage replicator.-Jase
#7
What tha.... is it a special kind of .png or etc. cause its not working, I've been trying for hours :(
No luck.. its 12:00am :O
Any ideas for breakfast !
02/14/2006 (9:57 pm)
I've tried both, but all it's doing is putting a large white square there with no image ?What tha.... is it a special kind of .png or etc. cause its not working, I've been trying for hours :(
No luck.. its 12:00am :O
Any ideas for breakfast !
#8
That should work, but if it doesn't, theres something else subtle that is funkering up... but there really is no reason why it shouldn't work. As you can see, though, the foliage is a png and for transparency I think a png is required. So a png is more likely what image format you want to use. I've also heard that Photoshop has a png format that doesn't work well with Torque... and that you need to use SuperPNG.
-Jase
02/25/2006 (8:17 pm)
Sorry for such a late reply.. not sure if you got it working or not... But, typically, when you get a large white square it means its not finding your texture, or your texture does not exist. And as far as I know, you can use jpeg or png. Try loading up starter.fps and create a new fxFoliageReplicator. For the image enter the following exactly as shown: starter.fps/data/shapes/trees/foliage.pngThat should work, but if it doesn't, theres something else subtle that is funkering up... but there really is no reason why it shouldn't work. As you can see, though, the foliage is a png and for transparency I think a png is required. So a png is more likely what image format you want to use. I've also heard that Photoshop has a png format that doesn't work well with Torque... and that you need to use SuperPNG.
-Jase
#9
Thanks
03/14/2006 (7:31 am)
I've not used TGE yet, so this is just an educated comment. Based on my experience, to do a folliage billbaord, you'd need a texture with an alpha channel, wouldn't you? JPG doesn't support an alpha, so I would assume PNG would be the better format? Like I said, I've never used TGE, trying to finalize my decision to buy Indie license. If billboards work differently please comment.Thanks
#10
Although it wouldn't shock me to find that you can specify a color as a mask for JPEG files.
03/14/2006 (8:28 am)
That sounds reasonable Grant. Both the foliage files included with starter.fps are .png files.Although it wouldn't shock me to find that you can specify a color as a mask for JPEG files.
#11
point the replacator to "Myimage.jpg" In the folder, you have two images, "Myimage.jpg" and "Myimage.alpha.jpg".
Myimage.jpg being the "color" map, and the myimage.alpha.jpg being the "Alpha layer" using black areas as the "no draw" area.
Or, you can just use one .png with an alpha. Depending on image comp0lexity and alpha complexity.. you have options to fight file size.
=)
03/14/2006 (8:44 am)
To use a Jpeg.point the replacator to "Myimage.jpg" In the folder, you have two images, "Myimage.jpg" and "Myimage.alpha.jpg".
Myimage.jpg being the "color" map, and the myimage.alpha.jpg being the "Alpha layer" using black areas as the "no draw" area.
Or, you can just use one .png with an alpha. Depending on image comp0lexity and alpha complexity.. you have options to fight file size.
=)
Torque Owner Stefan Lundmark
I'm not trying to be an asshat, just being very honest with you.
Go into the creator, and create the Foliage Replicator like any other object you create. Then there's a number of fields there, which you need to fill out.
The fields can be a pain to figure out without breaking something, so here's a description from Melv May's (the author) readme file: