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recognize some skin to create some entity #361842
03/05/11 14:22
03/05/11 14:22
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parsgame Offline OP
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parsgame  Offline OP
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Hello
I use a multitex terrain with a blendmap .I want to know how can I create for example grass just in green part that the skin is grass.Because my code creates grass in all of terrain part ,rock ,water ,...
I hope you understood my mean because my English is bad.
Thank you

Re: recognize some skin to create some entity [Re: parsgame] #361892
03/05/11 18:10
03/05/11 18:10
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Use pixel instructions to read the grass channel of the blendmap, then you will know if there's supposed to be grass.


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Re: recognize some skin to create some entity [Re: Superku] #361914
03/05/11 20:05
03/05/11 20:05
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parsgame Offline OP
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I show you what is my mean exactly in this picture.I want that the grasses with red arrow be created in blue arrows place.
also when I set camera.clip_far to camera.fog_far+10 my weapon and entity became invisible in view but if I set it to for example 30000 the problem will resolve but game will be heavy and slow motion.
thank you


Last edited by parsgame; 03/05/11 20:06.
Re: recognize some skin to create some entity [Re: parsgame] #361991
03/06/11 08:09
03/06/11 08:09
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parsgame Offline OP
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parsgame  Offline OP
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can someone help me please?

Re: recognize some skin to create some entity [Re: Superku] #361992
03/06/11 08:12
03/06/11 08:12
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Posts: 6,861
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Superku Offline
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Superku  Offline
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Originally Posted By: Superku
Use pixel instructions to read the grass channel of the blendmap, then you will know if there's supposed to be grass.



"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: recognize some skin to create some entity [Re: Superku] #362006
03/06/11 10:53
03/06/11 10:53
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parsgame Offline OP
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Originally Posted By: Superku
Originally Posted By: Superku
Use pixel instructions to read the grass channel of the blendmap, then you will know if there's supposed to be grass.

can you explain it to me ,can you tell me the witch code should I use to read grass channel in blendmap and how to use it to another functiion .I use this code to create grass.
Code:
function generate_grass()
{

	var player_position1;
	var player_position2;
	while (player == NULL) {wait (1);}
	while (1)
	{
		vec_set (temp.x, player.x);
		temp.x += 1000 - random(1500);
		vec_set (temp.y, player.y);
		temp.y += 1000 - random(1500);
		temp.z = player.z + 200;
		// not too close to the player and the player has moved recently?
		if ((abs(temp.x - player.x) > 600) || (abs(temp.y - player.y) > 600))
		{
			// increase the nexus if you want to have more than 2000 bushes at once
			if (((player_position1.x != player_position2.x) && (number_of_bushes <8000)) || (total_frames < 300))
			{
				if (random(1) > 0.1 )
				{
					ent_create (grass1_mdl, temp.x, place_grass);
				}
				else
				{
					ent_create (grass2_mdl, temp.x, place_grass);
				}
			}
			vec_set (player_position1.x, player.x);
			wait (1);
			vec_set (player_position2.x, player.x);
		}
		wait(0);
	}
}



Re: recognize some skin to create some entity [Re: parsgame] #362188
03/07/11 08:49
03/07/11 08:49
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parsgame Offline OP
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How should I use pixel instructions ?

Last edited by parsgame; 03/07/11 08:49.

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