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[Mod] Auto generated woods in maps + The method - Printable Version

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+---- Thread: [Mod] Auto generated woods in maps + The method (/showthread.php?tid=69867)

Pages: 1 2


- agracier - 01.05.2010

In a way it is a map. It's not really a mod as such, since this works with the method of generating trees on 'fields' textures.

There is a section on this in the map-making tutorial. Essentially what it does is this: any texture that has the word 'field' or 'fields' in it's file name will generate random trees such as these, IF it is accompanied in the texture directory by a 50% sized b/w texture file with the same name with 'tree' added at the end of the file name. These 'tree' files have white spots on them, which allow the generation of trees in game on the corresponding area.

So what one does to generate trees like this is rename 'normal' texture files into a name with 'fields' in it, and then create a very densely white spotted 'tree' texture to accompany it.

This method is usually used to make trees appear along the sides of cultivated patches of ground, much like is seen in farm land throughout the world.

But in this case, one makes a b/w 'tree' texture with lots and lots of random white holes so that a proliferation of game generated trees appear on the map.

It's a clever use of a standard texturing procedure ...


- caldrail - 01.05.2010

It simulates light woodland nicely, but not forests. Not for me, unless this mod gets more sophisticated.


- stuka_40 - 01.05.2010

kapteeni Wrote:Since this is not actually a map, i moved it to WIP section.
Looks usefull, for some maps at least.
BTW. I can't see no screenshots...
Kap
Well, i think it is a map!


- stuka_40 - 01.05.2010

agracier Wrote:In a way it is a map. It's not really a mod as such, since this works with the method of generating trees on 'fields' textures.

There is a section on this in the map-making tutorial. Essentially what it does is this: any texture that has the word 'field' or 'fields' in it's file name will generate random trees such as these, IF it is accompanied in the texture directory by a 50% sized b/w texture file with the same name with 'tree' added at the end of the file name. These 'tree' files have white spots on them, which allow the generation of trees in game on the corresponding area.

So what one does to generate trees like this is rename 'normal' texture files into a name with 'fields' in it, and then create a very densely white spotted 'tree' texture to accompany it.

This method is usually used to make trees appear along the sides of cultivated patches of ground, much like is seen in farm land throughout the world.

But in this case, one makes a b/w 'tree' texture with lots and lots of random white holes so that a proliferation of game generated trees appear on the map.

It's a clever use of a standard texturing procedure ...

It is not exactly as you say because if you don't edit map_T, you can't make the trees appear where the woods are! this method works only for those textures that are defined under [FIELDS] section, you can't force the game auto generate trees over textures in [wood] section, the game will not mix already existing
illusion woods with auto generated trees, only with edges, for example if you make fields1wood0.tga and fields1wood0.tree.tga your map will never start to
load!



- stuka_40 - 01.05.2010

caldrail Wrote:It simulates light woodland nicely, but not forests. Not for me, unless this mod gets more sophisticated.
If you want very dense woods you have to edit fields1midland.tree.tga, fields2midland.tree.tga and fields1topmount.tree.tga and
increase the amount of withe dots, but the game engine is not capable of handling too many auto generated trees and you will get intensified
pop ups and disappearance of trees plus very slow FPS at low altitude flying.



- kapteeni - 10.05.2010

stuka_40 Wrote:
kapteeni Wrote:Since this is not actually a map, i moved it to WIP section.
Looks usefull, for some maps at least.
BTW. I can't see no screenshots...
Kap
Well, i think it is a map!
Yeah. It kinda is. So you want to make it official map. It is OK with me.
I will add vas_ as your prefix then
kap