Game Development Community

Foliage....

by Kevin Cunningham · in General Discussion · 04/04/2008 (3:03 pm) · 5 replies

First off, no my search button is not broken =(
I'm just bad at looking I guess but I can't find anything about how to add foliage =(

If anyone could be of assistance it would be GREATLY appreciated.

#1
04/04/2008 (3:08 pm)
I would suggest you start off with this general tutorials page: TDN: World Building -- getting Started.

Once you've gotten a decent feel of the overview topics, search for foliagereplicatior (one word).
#2
04/04/2008 (3:48 pm)
@Kevin, Stephen has great advice, read all you can about the basics and then you'll really enjoy messing around in the editor.

Until you get there, here's a quick "Learn how to add foliage in Torque Visually" Tutorial.

First start a level and then enter the editor by pressing "F11" and select "Window" then "World Editor Creator:

www.reallyreallygoodthings.com/tutorials/tge/foliage/foliage1.jpg
Next, from the "Mission Objects" roll out on the bottom right, select "Eviroment" and then "fxFoliageReplicator":

www.reallyreallygoodthings.com/tutorials/tge/foliage/foliage2.jpg
Give the object/foliage a name and select "OK":

www.reallyreallygoodthings.com/tutorials/tge/foliage/foliage3.jpg
At this point you should have the placement marker, but no foliage yet:

www.reallyreallygoodthings.com/tutorials/tge/foliage/foliage4.jpg
From the window drop down, now select "World Editor Inspector":

www.reallyreallygoodthings.com/tutorials/tge/foliage/foliage5.jpg
Next, in the fxFoliageReplicator roll outs on the bottom right, find the "Media" section and then the "Foliage File" click on the "..." button, find your foliage image (you can use the plant1.png from the environment directory):

www.reallyreallygoodthings.com/tutorials/tge/foliage/foliage6.jpg
Now change your foliage count, so you have a quantity large enough to notice:

www.reallyreallygoodthings.com/tutorials/tge/foliage/foliage7.jpg
After pressing "apply" you should now have some foliage in your level. You can do the same with objects using the fxShapeReplicator roll out in the "evironment" section:

www.reallyreallygoodthings.com/tutorials/tge/foliage/foliage8.jpg
Good luck and welcome to the community!

-Alan
Really Really Good Things Studio
www.reallyreallygoodthings.com
.
#3
04/04/2008 (6:55 pm)
Alan,

Read up on CullResolution, ViewDistance, FadeInRegion, etc, as it applies to the replicator. They have a big impact on it behavior.
#4
04/04/2008 (7:01 pm)
@Todd, they certainly do! I was primarily focused on answering Kevins main question which seemed to be just getting it in the mission, then of course the tweaks that determine how it works in the level can be addressed.
#5
04/06/2008 (12:36 am)
Thanks alot Alan, This post was very helpful. =)