GroundCover assistance
by Affectworks · in Torque Game Engine Advanced · 05/11/2008 (10:06 am) · 2 replies
Could someone direct me / give me a nudge in the right direction in how to use the groundCover feature? Been trying for a couple of days to get this feature working to no avail.
Here's what I've tried:
Tried it on both "Terrain" and "Mega terrain"
Made sure that the GroundCover is listed right under the terrain according to this post: http://www.garagegames.com/mg/forums/result.thread.php?qt=73472 (although, this seems to have been fixed in 1.7.0.
Tried moving the terrain and groundcover to the root and not being in a seperate simgroup.
Named the different terrain blocks and made sure the groundcover points to the terrain I want to use it on.
Made sure that the billboards are in powers of 2.
Not sure what I'm doing wrong. Anyone have experience with the groundCover feature? I couldn't find any information about it here in the forums, TDN or in the help docs that come with TGEA.
Thank you,
Fredrik S
Affectworks
Here's the relevant .mis information (shortened to fit max characters)
new SimGroup(MegaTerrain) {
canSaveDynamicFields = "1";
Enabled = "1";
new TerrainBlock(1) {
canSaveDynamicFields = "1";
Enabled = "1";
position = "-1023.8 -1024 0";
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "scriptsAndAssets/data/terrains/details/detail1.png";
terrainFile = "scriptsAndAssets/data/missions/blankMission_megaterrain_0_08.ter";
squareSize = "4";
tile = "0";
detailDistance = "25";
detailScale = "256";
detailBrightness = "1";
texelsPerMeter = "8";
clipMapSizeLog2 = "10";
};
[other terrain blocks cut to fit character limit]
};
new GroundCover(ad) {
canSaveDynamicFields = "1";
Enabled = "1";
position = "-282.204 -186.68 400.512";
rotation = "1 0 0 0";
scale = "1 1 1";
windDirection = "1 0";
windGustLength = "20";
windGustFrequency = "0.5";
windGustStrength = "0.5";
windTurbulenceFrequency = "1.2";
windTurbulenceStrength = "0.125";
Radius = "200";
dissolveRadius = "50";
reflectScale = "0.25";
gridSize = "4";
zOffset = "0";
seed = "2";
terrain = "1";
maxElements = "2000";
billboardTexture = "scriptsAndAssets/data/foliage/Weed01.png";
maxBillboardTiltAngle = "90";
shapeCullRadius = "75";
lockFrustum = "0";
renderCells = "0";
noBillboards = "0";
noShapes = "0";
billboardUVs0 = "0 0 1 1";
shapeFilename0 = "scriptsAndAssets/data/shapes/rocks/rock1.dts";
layer0 = "1";
invertLayer0 = "0";
probability0 = "1";
sizeMin0 = "1";
sizeMax0 = "1";
sizeExponent0 = "1";
windScale0 = "1";
maxSlope0 = "0";
minElevation0 = "-99999";
maxElevation0 = "99999";
minClumpCount0 = "1";
maxClumpCount0 = "1";
clumpExponent0 = "1";
clumpRadius0 = "1";
billboardUVs1 = "0 0 1 1";
[the rest cut to fit character post limit]
};
Here's what I've tried:
Tried it on both "Terrain" and "Mega terrain"
Made sure that the GroundCover is listed right under the terrain according to this post: http://www.garagegames.com/mg/forums/result.thread.php?qt=73472 (although, this seems to have been fixed in 1.7.0.
Tried moving the terrain and groundcover to the root and not being in a seperate simgroup.
Named the different terrain blocks and made sure the groundcover points to the terrain I want to use it on.
Made sure that the billboards are in powers of 2.
Not sure what I'm doing wrong. Anyone have experience with the groundCover feature? I couldn't find any information about it here in the forums, TDN or in the help docs that come with TGEA.
Thank you,
Fredrik S
Affectworks
Here's the relevant .mis information (shortened to fit max characters)
new SimGroup(MegaTerrain) {
canSaveDynamicFields = "1";
Enabled = "1";
new TerrainBlock(1) {
canSaveDynamicFields = "1";
Enabled = "1";
position = "-1023.8 -1024 0";
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "scriptsAndAssets/data/terrains/details/detail1.png";
terrainFile = "scriptsAndAssets/data/missions/blankMission_megaterrain_0_08.ter";
squareSize = "4";
tile = "0";
detailDistance = "25";
detailScale = "256";
detailBrightness = "1";
texelsPerMeter = "8";
clipMapSizeLog2 = "10";
};
[other terrain blocks cut to fit character limit]
};
new GroundCover(ad) {
canSaveDynamicFields = "1";
Enabled = "1";
position = "-282.204 -186.68 400.512";
rotation = "1 0 0 0";
scale = "1 1 1";
windDirection = "1 0";
windGustLength = "20";
windGustFrequency = "0.5";
windGustStrength = "0.5";
windTurbulenceFrequency = "1.2";
windTurbulenceStrength = "0.125";
Radius = "200";
dissolveRadius = "50";
reflectScale = "0.25";
gridSize = "4";
zOffset = "0";
seed = "2";
terrain = "1";
maxElements = "2000";
billboardTexture = "scriptsAndAssets/data/foliage/Weed01.png";
maxBillboardTiltAngle = "90";
shapeCullRadius = "75";
lockFrustum = "0";
renderCells = "0";
noBillboards = "0";
noShapes = "0";
billboardUVs0 = "0 0 1 1";
shapeFilename0 = "scriptsAndAssets/data/shapes/rocks/rock1.dts";
layer0 = "1";
invertLayer0 = "0";
probability0 = "1";
sizeMin0 = "1";
sizeMax0 = "1";
sizeExponent0 = "1";
windScale0 = "1";
maxSlope0 = "0";
minElevation0 = "-99999";
maxElevation0 = "99999";
minClumpCount0 = "1";
maxClumpCount0 = "1";
clumpExponent0 = "1";
clumpRadius0 = "1";
billboardUVs1 = "0 0 1 1";
[the rest cut to fit character post limit]
};
#2
You shouldn't start any SimObject name with a number.
05/12/2008 (2:25 pm)
It's not just the groundCover system. Additionally, "1" is probably considered reserved. Perhaps it won't break in all cases, but I've seen it happen with AudioProfiles. You shouldn't start any SimObject name with a number.
Torque 3D Owner Affectworks