RWA vegetation

Discuss modifications for anything for the RW&A Lakeside route and assets.

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RWA vegetation

Unread postby Shayfan1 » Fri Jul 04, 2014 12:33 pm

Playing around I noticed some trees I couldn't delete. I then looked at the ground textures and noticed several new textures for this route called forest floor,river bank and grass scrub followed by (auto weeds, auto trees auto grass). When I paint these on the ground nothing happens I am also assuming this is the reason I can't delete some of the trees. My question is how is this activated after application if my assumption that it grows or auto populate's is correct.I have tried exiting and restarting to no avail. What am I missing?
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Re: RWA vegetation

Unread postby Bananarama » Fri Jul 04, 2014 12:37 pm

The trees might be lacking a dummy object. You can try using the lasso tool to draw a circle around the object and see if maybe the dummy object is simply misaligned.
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Re: RWA vegetation

Unread postby wacampbell » Fri Jul 04, 2014 12:59 pm

Shayfan1 wrote:Playing around I noticed some trees I couldn't delete. I then looked at the ground textures and noticed several new textures for this route called forest floor,river bank and grass scrub followed by (auto weeds, auto trees auto grass). When I paint these on the ground nothing happens I am also assuming this is the reason I can't delete some of the trees. My question is how is this activated after application if my assumption that it grows or auto populate's is correct.I have tried exiting and restarting to no avail. What am I missing?


You are seeing behind the curtain a little on how we built this route. I wrote some custom software that generated a random placement of weeds, or trees, or grass. Wherever we painted the 'auto' versions of the forest floor, river bank, or grass crub, the software would plant the appropriate vegetation. To minimize impact on frame rates, all the vegetation for a given tile was placed in a single mesh file ( .geopcdx ) positioned at the center of the tile. This custom software was used during the route construction, but its not something we can provide to end users.

So the result is you cannot delete or move individual auto-generated trees. If there is a tree in the way, you will have to delete the entire tile's auto vegetation and substitute hand placed individual plants across the tile. To select the auto vegetation, its selection point is at the center of the tile. Do a click and drag near the center of the tile, and you should see the vegetation show as selected.

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Re: RWA vegetation

Unread postby Shayfan1 » Fri Jul 04, 2014 2:04 pm

Very cool I was hoping I wasn't crazy. So if you used the RWA template to create a new route does it only work with the RWA master route? I am a llittle thick on the behind the scenes tech aspects of the game.
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Re: RWA vegetation

Unread postby wacampbell » Fri Jul 04, 2014 2:24 pm

Shayfan1 wrote:So if you used the RWA template to create a new route does it only work with the RWA master route? I am a llittle thick on the behind the scenes tech aspects of the game.


You can disregard the 'Auto' versions of the textures. They were something we used during construction, but they are of no special value to those moding the route or creating new routes from the RWA template. You can use the 'auto' textures if you want just as terrain covering, but they won't produce any trees or other vegetation.
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Re: RWA vegetation

Unread postby Shayfan1 » Fri Jul 04, 2014 2:53 pm

Thanks for the info!
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Re: RWA vegetation

Unread postby Chacal » Sat Jul 05, 2014 11:57 am

wacampbell wrote:Wherever we painted the 'auto' versions of the forest floor, river bank, or grass crub, the software would plant the appropriate vegetation. To minimize impact on frame rates, all the vegetation for a given tile was placed in a single mesh file ( .geopcdx ) positioned at the center of the tile.


I'm curious as to how this works.
Do I understand correctly that your software works outside of the World editor, it reads the tile files produced by the world editor, and generates a mesh file which covers the whole tile, and which has geometry for vegetation at locations where the program finds auto textures? Then it places the mesh object in the tile file?
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Re: RWA vegetation

Unread postby CARex » Sat Jul 05, 2014 12:13 pm

Curious about this myself.
Would like to know more.
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Re: RWA vegetation

Unread postby wacampbell » Sat Jul 05, 2014 12:34 pm

Chacal wrote:Do I understand correctly that your software works outside of the World editor, it reads the tile files produced by the world editor, and generates a mesh file which covers the whole tile, and which has geometry for vegetation at locations where the program finds auto textures? Then it places the mesh object in the tile file?


Exactly.
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