I'm too cool to Post
27th May 2004
I need help with the growth map. I don't get an understanding for it. Is there any further documention availabel or can someone give me a describtion of the relevance of values to the fields?
I'm no expert but , any object you list in the .lst file under [VEGETATION] can be used with the growth-shaders , that means even buildings or custom objects . You can find the definitions for overgrowth/undergrowth in the effects.rfa and also a undergrowth.rs file inside standardMesh.rfa . Just extract the effects.rfa on your desktop end edit the files with notepad or at least take a look . Use the undergrowth to plant grass and overgrowth to plant trees . Paint your map with the DEFAULT material and then go to growth and asign a geometry file in the DEFAULT slot . Save and run it . You'll see that objects automatically planted all over the place .
The whole growth system is used to make your life easier and plant objects automatically acording to the material you paint , only right now , DX9 still puts a limitation of 2048 objects . I mean 2048 objects are not enough to make a forest no matter how you slice it or to cover the entire ground with grass but it's gonna get better in the future . I hope ....
Of course , if your entire map is flat you can make a custom object that has 4000 patches of grass instead of just 1 and then you can cover your entire map with very dense vegetation but you loose control over position/rotation of the object . So your map has to be flat cause 1 single object cannot bend to follow the terrain .
As far as the values of the fields are concerned , lets say you want grass , very dense all around you .... you'll have to set a very small view distance like 5 or 10 and even use random scaling with of value of min=3 , max=3 if your grass objects is too small . Still , if the view distance is small you will see very dense grass growing around you but there won't be any grass far in the distance .... remember the number limitation ? 2048 ? .... so keep trying .... experimentation .... the higher the view distance the more spaced apart your grass will be but you will see at least some patches of grass far in the distance .... i know it sux , but that's why you'll need PS/VS 3.0 and DX9.0C and a 500$ videocard if you want dense vegetation , real jungle .... :-)
Another way would be to create your custom forest in 3dsmax as a single object that matches your terrain perfectly .... if your terrain is flat then everything is easy but if your terrain has hills and valleys , then of course it's a pain cause you'll have to create your object to match the terrain .... even so , i doubt any videocard out there can handle the amount of polygons that a real looking forest requires .... so .... use RANDOM VEGETATION PLANTER and stay within the 2048 limit .... for now ... :-)
Here is a map with some grass but as you can see it doesn't cover the entire terrain ....
here is the same map + 1000 trees planted with RANDOM VEGETATION PLANTER .... because the map is 256 in size not 1024 it comes pretty close to looking as a jungle except it's killing the videocard .... you can add 1000 more ....
I'm too cool to Post
27th May 2004
Thanks for the Help but I already gave up. I'm used to Level editors like Doom or Duke Nukem 3D, and thik this BV Editor is a bucket of Bugs. The Help file istn't realy helping and I have no idea of programming. So I'm not interested in learn it by taking files apart I didn't even know where to search for. It seems that there are already enough Mapper around and maybe there will be some usable maps in the future.
12th July 2003
Not 100% sure on this, but I believe the "growth veggies" don't actually figure into the overall count of objects, being as they are "LOD" objects & not "static". I'm sure if I'm wrong on this I will be corrected shortly. lol I say this because I have a map that has a ton of veggies on it, but only an overall count of 842 objects including all the buildings & everything. The main purpose of the mapper is to give the illusion of veggies in the distance without requiring your computer to render them. There is no reason for things in the distance to be rendered, if you are not close enough to interact with them. The best way to figure out the settings is to open a stock map & take a look at the settings used. :D
I guess you are right .... The OverGrowth is LOD .... looks like shit far in the distance then changes as you get closer .... I like the undergrowth , the one used for grass , cause it looks like it's doing some alpha blending and takes the colors from your terrain texture so your grass looks darker in the shadowed areas and lighter when it's in open areas under direct sunlight .... it's a nice trick , not real raytracing but looks nice .... but it still looks like the number for Undergrowth is hardcoded somewhere .... i wish there was an options to select how many objects you want to use as undergrowth and then the view distance .... like , i want 2000 patches of grass to grow around me with a radius of 200 yards .... anyway , i need a faster videocard .... maybe 10-20 times faster not just a small speed bump and they need to optimize the performance .... what happened to baked shadows ? .... terrain shadows / object light maps ? .... i understand they are going to be replaced with realtime equivalents but still .... i was expecting some big improvements on the editing/modding side .... it's a shame .... no wonder it takes more and more time to make a game , cause the tools suck .... try to create a vehicle from scratch .... you'll never finish .... the scripting side should be completelly automated , to put the parts of the vehicle together with just a few clicks .... everybody wants to play coop on a custom made map ..... yeah right .... in your dreams .... maybe if you work at it for one month .... that's complete bull shit .... try to make a custom map that has custom sound and custom vehicles , everything built from scratch and put it right next to the original maps that came with the game .... you think it works ? of course not .... it would be easier to build your own game engine than to try to put all this shit together the way EA/DICE wants you to .... fuck that .... nice try but no pie for DICE .... and whats up with the AI that has X-ray vision while you don't ? In COOP mode , you get a bullet and don't even know who to thank for it .... that is supposed to be fun ? .... god dam'it ....