Posted By: thorus
High grass script? - 12/22/12 08:05
hy guys, anyone know where i can find a grass placing script for Lite_c ? or how should i fill all the green plains with high grass? thanks
Posted By: sivan
Re: High grass script? - 12/22/12 15:21
you can find the "infinite terrain" script in samples folder. it places sprites and models onto terrain at random positions in a given qusantity.
if you want to cover only a specific area of the terrain, you should use c_trace with SCAN_TEXTURE to check which texture is hit at given position, or tetxure colour at hit position.
Posted By: thorus
Re: High grass script? - 12/22/12 19:33
thanks, but when i try that.. it doesnt work i get a error when i use the script with my level.wmb,
couse in the script they use a level_("terrain.hmp");
how can i change the script
action place_grass()
{
vec_scale(my.scale_x,0.1+random(0.1));
ent_terrain_place(my,level_terrain,0,55); <--- here i get an error!!!!!
my.alpha = 70;
my.flags |= PASSABLE | TRANSLUCENT;
my.eflags |= CLIP1; // clip away at 50% LOD range
my.emask &= ~DYNAMIC;
}
that it work also with wmb, atm it works with hmp..
thanks
Posted By: sivan
Re: High grass script? - 12/22/12 20:28
if your wmb contains a terrain, in the main script define: ENTITY* terrain_entity; , create an action that contains: terrain_entity = me; , assign this action to the terrain in WED Properties menu, then you can put this name into ent_terrain_place(my, terrain_entity,0,55); it should work fine.
Posted By: thorus
Re: High grass script? - 12/22/12 21:03
hi, thanks for the fast answer but the next problem is, i use a multitex3 shader already for the terrain, so the action slot in map probs.. is gone
any clue how to fix that? please ?
Posted By: sivan
Re: High grass script? - 12/22/12 21:34
you can set the shader in your new action by: fx_terraintex3(); , or by: my.material = mtl_terraintex3; , or if you have a MATERIAL* declared and assigned already for the terrain put there a line: effect="terraintex3.fx";
Posted By: thorus
Re: High grass script? - 12/23/12 08:07
thanks for your time, but there spawn no gras
no error but no gras here
here the code:
#define NUM_GRASS 4000
ENTITY* level_terrain; // the current terrain
action blabla() <------- this action i have on my terrain in the level!
{
level_terrain = me;
fx_modelTex3Nm();
}
action place_grass()
{
vec_scale(my.scale_x,0.1+random(0.1));
ent_terrain_place(my,level_terrain,0,55);
my.alpha = 70;
my.flags |= PASSABLE | TRANSLUCENT;
my.eflags |= CLIP1; // clip away at 50% LOD range
my.emask &= ~DYNAMIC;
}
function_main()
{
level_load("lost_lands.wmb");
int i;
for (i=0; i < NUM_GRASS; i++)
ent_create("grass_x3.dds",NULL,place_grass);
wait(1);
}
please help