fxReplicator
by Melv May · 03/27/2002 (5:50 pm) · 38 comments
Download Code File
I hope you find this useful to use or just to hack up the code!
Enjoy folks. :)
Any problems with the link then you can also find it at www.objectheaven.dial.pipex.com/garagegames/fxreplicator.zip.
[EDIT] 28/3/2002
Added ability to define an elliptical ring area with inner/outer radii. Idea by Stefan Beffy Moises.
[EDIT] 1/4/2002
Added ability to select four basic object types that shapes can be placed onto.
- Terrain
- Interiors
- Statics (Replaces)
- Water
This provides a powerful placement mechanism.
Note:- If you want self-stacking from a single replicator then you must additionally select another type as well as otherwise nothing will be placed (chicken and the egg)!
[EDIT] 2/4/2002
Fixed bug that caused crash on latest HEAD build of this date.
[EDIT] 3/5/2002
Fixed another problem that caused crash on latest HEAD build of this date.
[EDIT] 26/7/2002
Fixed a problem which forced you to restart to see shapes when you first created the replicator within the editor. Now Release_1_1_2 compatible.
[EDIT] 10/08/2002
Fixed a minor problem. When you allowed the placement of objects onto water they were previously *always* placed onto the surface which was poor. I have now added a field which allows you to control whether they are placed on the surface or the underlying terrain called 'AllowWaterSurface'.
- Melv.
I hope you find this useful to use or just to hack up the code!
Enjoy folks. :)
Any problems with the link then you can also find it at www.objectheaven.dial.pipex.com/garagegames/fxreplicator.zip.
[EDIT] 28/3/2002
Added ability to define an elliptical ring area with inner/outer radii. Idea by Stefan Beffy Moises.
[EDIT] 1/4/2002
Added ability to select four basic object types that shapes can be placed onto.
- Terrain
- Interiors
- Statics (Replaces
- Water
This provides a powerful placement mechanism.
Note:- If you want self-stacking from a single replicator then you must additionally select another type as well as
[EDIT] 2/4/2002
Fixed bug that caused crash on latest HEAD build of this date.
[EDIT] 3/5/2002
Fixed another problem that caused crash on latest HEAD build of this date.
[EDIT] 26/7/2002
Fixed a problem which forced you to restart to see shapes when you first created the replicator within the editor. Now Release_1_1_2 compatible.
[EDIT] 10/08/2002
Fixed a minor problem. When you allowed the placement of objects onto water they were previously *always* placed onto the surface which was poor. I have now added a field which allows you to control whether they are placed on the surface or the underlying terrain called 'AllowWaterSurface'.
- Melv.
About the author
#3
Amendments made to my web-link as well as the GG upload file (first thing in the morning before I went to work - to the dismay of my girlfriend!)
Don't forget to post any improvements you would like to see made to it.
All the best. :)
03/27/2002 (11:57 pm)
Thanks guys. Sorry about the silly problem with the help file though. I was just eager to get it uploaded before I went to bed and I guess I was not as awake as I thought I was.Amendments made to my web-link as well as the GG upload file (first thing in the morning before I went to work - to the dismay of my girlfriend!)
Don't forget to post any improvements you would like to see made to it.
All the best. :)
#4
InstantiateNamedSet(fxReplicatorSet); <-- ADD THIS.
that should be ImplementNamedSet(fxReplicatorSet);
small mistake I found in the drinkme... :)
thanks for the awesome mod!
03/28/2002 (12:06 am)
- Put this in /engine/console/simBase.cc (around line 19) somewhere in the 'nameSpace Sim' block (put it as the last xxxxSet entry)InstantiateNamedSet(fxReplicatorSet); <-- ADD THIS.
that should be ImplementNamedSet(fxReplicatorSet);
small mistake I found in the drinkme... :)
thanks for the awesome mod!
#5
The typo's in the help file have been fixed.
03/28/2002 (12:08 am)
I think I just beat you to it this morning! :)The typo's in the help file have been fixed.
#6
03/28/2002 (12:11 am)
doh how embarrassing to not read the forum :(
#7
you could set an inner circle where you DON'T want objects to be (the inner part of the map including the actual track) and an outer radius (somewhere up on the hills around) and then generate objects (e.g. trees) within these two boundaries...
Watcha think?
03/28/2002 (11:58 am)
Hey Melv, another possible feature would be to specify like an inner radius, so that you could generate like a "halo" of objects... think of the round race track, for example...you could set an inner circle where you DON'T want objects to be (the inner part of the map including the actual track) and an outer radius (somewhere up on the hills around) and then generate objects (e.g. trees) within these two boundaries...
Watcha think?
#8
Essentially you would be defining a rings' area instead of a full ellipse?
03/28/2002 (12:06 pm)
Yeah, if you think that could be handy, I could add it immediately.Essentially you would be defining a rings' area instead of a full ellipse?
#9
Exactly! :-) Would be really handy for me, and I guess for others, too... just think of a forest around a village, trees and rocks around the racing tracks, etc. Would be really cool!
03/28/2002 (12:12 pm)
Quote:Essentially you would be defining a rings' area instead of a full ellipse?
Exactly! :-) Would be really handy for me, and I guess for others, too... just think of a forest around a village, trees and rocks around the racing tracks, etc. Would be really cool!
#10
03/28/2002 (12:12 pm)
I'm on it....
#11
I changed the properties to now include:-
InnerRadiusX
InnerRadiusY
OuterRadiusX
OuterRadiusY
... see the new piccy. :)
Enjoy.
03/28/2002 (12:33 pm)
There you go ... updated the GG/My web-links.I changed the properties to now include:-
InnerRadiusX
InnerRadiusY
OuterRadiusX
OuterRadiusY
... see the new piccy. :)
Enjoy.
#12
03/28/2002 (12:41 pm)
Damn, you're FAST!!!! Thank you very much!! :-))) - that's great! I'm off updating the code and putting rings into my levels... :-) Yippieh!
#13
Enjoy.
03/28/2002 (12:52 pm)
I'm am only a slave and the world is my master ... errr ... someone once said.Enjoy.
#14
03/28/2002 (1:12 pm)
Exactly what I wanted :-)) Check out the top picture at thesoulnomads.de/tork/gallery/index.html ... would be a pain in the a** to place them all by hand... Thanx again for this great tool!!
#16
03/30/2002 (7:19 am)
hey melv, what about being able to select the shape of the placement? ie, circle, square, elliptical, star?, etc ... it would be nice too :)
#17
- Put this in /engine/console/simBase.cc (around line 19) somewhere in the 'nameSpace Sim' block (put it as the last xxxxSet entry)
ImplementNamedSet(fxReplicatorSet); <-- ADD THIS.
but shouldn't that be without the comma? all the other lines on simBase.cc have no comma ... and also it looks like that thing shouldnt have a comma...
03/30/2002 (7:54 am)
hey melv, me again... in the instructions it says:- Put this in /engine/console/simBase.cc (around line 19) somewhere in the 'nameSpace Sim' block (put it as the last xxxxSet entry)
ImplementNamedSet(fxReplicatorSet); <-- ADD THIS.
but shouldn't that be without the comma? all the other lines on simBase.cc have no comma ... and also it looks like that thing shouldnt have a comma...
#18
You are correct of course. I have made the appropriate amendments to the downloads.
Thanks.
The downside to allowing such a wealth of geometric shapes would be the geometric parameters needed. If this would be helpful though, I would do it.
A minimum set of parameters would be:-
All of these would need an inner plus an outer parameter to define an interior area.
But really, a star?
03/30/2002 (9:51 am)
Xavier,You are correct of course. I have made the appropriate amendments to the downloads.
Thanks.
The downside to allowing such a wealth of geometric shapes would be the geometric parameters needed. If this would be helpful though, I would do it.
A minimum set of parameters would be:-
Circle - SizeX Square - SizeX / SizeY Elliptical - SizeX / SizeY Star - SizeX / SizeY
All of these would need an inner plus an outer parameter to define an interior area.
But really, a star?
#19
I spent the last three days pulling my hair out over the bug. Today, I found it within the first three minutes of looking. Very stupid on my part.
Anyway, awesome resource. One thing though...
I want to put a few of these in the center of each of my islands. That way I can have trees all over the place. The only problem is they hit interiors and other shapes.
You think you could fix that? You could add a checkbox like the stacking option. Instead of stacking though it would just find a new place to put it. I would go in and do it myself, but I want to keep it compatible with future versions.
Again, really nice piece of code :) Thanks.
*Edit: Just thought of another cool option. A water level variable. So objects aren't placed underwater. Use the default mWaterCoverage variable. That way, you can have trees that are partially submerged, but not totally underwater.
If you wanted to go all out and outdo yourself, you could add a checkbox to specify where to place the objects. On land, or in the water. It could be used for seaweed.
If you don't want to do these, I will, gladly. I just want to keep it compatible :)
03/30/2002 (1:16 pm)
Thanks to your code I found a bug in my terrain mods! The replicated objects were hitting a phantom tiled terrain from one of my islands (causing them to float in the air).I spent the last three days pulling my hair out over the bug. Today, I found it within the first three minutes of looking. Very stupid on my part.
Anyway, awesome resource. One thing though...
I want to put a few of these in the center of each of my islands. That way I can have trees all over the place. The only problem is they hit interiors and other shapes.
You think you could fix that? You could add a checkbox like the stacking option. Instead of stacking though it would just find a new place to put it. I would go in and do it myself, but I want to keep it compatible with future versions.
Again, really nice piece of code :) Thanks.
*Edit: Just thought of another cool option. A water level variable. So objects aren't placed underwater. Use the default mWaterCoverage variable. That way, you can have trees that are partially submerged, but not totally underwater.
If you wanted to go all out and outdo yourself, you could add a checkbox to specify where to place the objects. On land, or in the water. It could be used for seaweed.
If you don't want to do these, I will, gladly. I just want to keep it compatible :)
#20
I already thought the collision placement part was a bit weak and was thinking of fleshing it up a bit with more control.
I'll do it late Sunday for you.
All the best. :)
03/30/2002 (3:59 pm)
Chris,I already thought the collision placement part was a bit weak and was thinking of fleshing it up a bit with more control.
I'll do it late Sunday for you.
All the best. :)

Associate Ken Finney
Tubetti World
Well worth the beers I owe you. Love that orbiting perimeter marker too... :-)