i have a short question. for a more realistic environment in games you can place eg. "3d" gras.
but this method takes alot of memory,...
in modern engines it is that the object is rendered 1 time only and then placed alot of times whereever i want on the map.
does the pteroengine supports this option too to save memory,...?
Wen you create collision material then you can add there "Grow Type:". This is a one letter name of a directory in \levels\"map"\data\"sub-level"\grow
And then you create that folder and add there "Grass" model and settings file ini.txt
In ini.txt is 3 parameters:
hm, i describe the way i made it. maybe is something wrong.
1. used the gras object shown above
2. pteromat with texture and "G" set in grow type.
3. created folder "G" in ...\levels\"map"\data\"sub-level"\grow\G
4. exported object into "G" folder with a custom name :
"foliage_drygrass_smallsquareclump"
what should happen: i can duplicate my gras object on the whole map in the editor with a good performance !?
apfelbaum wrote:
hm, i describe the way i made it. maybe is something wrong.
1. used the gras object shown above
2. pteromat with texture and "G" set in grow type.
3. created folder "G" in ...\levels\"map"\data\"sub-level"\grow\G
4. exported object into "G" folder with a custom name :
"foliage_drygrass_smallsquareclump"
what should happen: i can duplicate my gras object on the whole map in the editor with a good performance !?
You created terrain with your new "PteroMat"(with G ) and your terrain don't appear with that grass after F8 ?
wait, soon i upload my max file. you know that i want the grass should be seen from a far distance!? it should be always visible except an object covers it.
apfelbaum wrote:
wait, soon i upload my max file. you know that i want the grass should be seen from a far distance!? it should be always visible except an object covers it.
Visibility can be set in ini file, you can set the same as scene visibility
If you havent already done this part.... Create a folder in your Vietcong directory and name it LEVELS ...
Open the Ptero Engine II editor and duplicate some scenes...try to pick the ones that you know have jungle type terrains...then go to the folder it created in your LEVELS folder and open the data folder....
you will find a grow folder in there...if you open it you will find a INI text and some nature .bes's...Copy/paste that grow folder into your Vietcong/levels/yourmap/data folder...usually the folder name is A or B or M....
Then in 3dsmax, after you make your terrain and you go to assign a texture to it in the material editor, you put the letter, of your grow file (some of them are named A, B, C, D, E....), in the grow box under where the collision properties are...
As long as there is a .bes of any kind in that folder, and the associated textures for that object placed in your texture folder...it will scatter your .bes's all over that texture in your map...
This is an example of one of the INI notepads in the grow file...
//POROST NIZKY
GROW_VISIBILITY=12
GROW_DENSITY=7
GROW_SORT=0
// end of file
The GROW_VISIBILITY is the distance your nature .bes's will be seen,...in this case here it is from you to 12 meters away...you can set this number higher to 50 meters,...but remember the larger the number the lower your FPS....it doesnt lower it a huge amount,...but it lowers it some...
The GROW_DENSITY is how many of your nature .bes's will be on your texture...the lower the number, the less amount of object .bes's there are,..and the larger the number the more dense your nature .bes's will be on that texture...
Im not sure what the GROW_SORT=0 is yet...
***Now delete the grow.dat file in your folder before going into your map in the ptero Editor...now open your map in the Ptero Editor and hit f8-f9 and whalla...
Chavez/Chavez_US
i found this tutorial. now i think i understand how to do it. but "grow" doesn't seems to be what i want. grow is an object that is scattered over a whole texture and is not on defined (by me) places. here and there should be some gras. i want to place my grass, it shouldn't be automatically placed. also in the tutorial is explained that the fps is lower the higher the distance you can see it. also i want to use the option that the object is only rendered with trees, stones, barrels,...things that are duplicated on the wholes map
apfelbaum wrote:
but "grow" doesn't seems to be what i want. grow is an object that is scattered over a whole texture and is not on defined (by me) places. here and there should be some gras. i want to place my grass, it shouldn't be automatically placed.