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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: CoD Foliage Tool - Automatic grass model placement
Welshy
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Since: Feb 16, 2007
Posts: 1810
Last: Mar 22, 2020
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Category: CoDWW MP Mapping
Posted: Wednesday, Feb. 18, 2009 10:42 pm
Just tried this out, Works well and an excellent idea. Nice Job [thumbs_up]
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Stev0
General Member
Since: Jul 14, 2004
Posts: 155
Last: Jul 14, 2009
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Level 4
Category: CoDWW MP Mapping
Posted: Wednesday, Feb. 25, 2009 01:21 pm
Just tried this tool and over large ground with many models it seems to go mental when it encounters and curves in the turrian and either lays trees flat or grass on its side.
Is this something that can be worked around or a basic limitation of too many?
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Daevius
General Member
Since: Nov 26, 2004
Posts: 54
Last: Feb 25, 2009
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Level 3
Category: CoDWW MP Mapping
Posted: Wednesday, Feb. 25, 2009 01:23 pm
Hi, it is a known bug that the steeper the hill, the more deviation the grass normal has with the terrain normal. When terrain is up-side-down the grass is placed randomly :S. I have no idea how to fix this, has to do with math...
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Stev0
General Member
Since: Jul 14, 2004
Posts: 155
Last: Jul 14, 2009
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Level 4
Category: CoDWW MP Mapping
Posted: Wednesday, Feb. 25, 2009 08:30 pm
Ok,on a slightly different aproach once the model trees/grass have been place on say flat ground is there such a way to lock them to the alignment of the ground so when you move or twist it they react accordingly.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoDWW MP Mapping
Posted: Wednesday, Feb. 25, 2009 10:37 pm
no, not in Radiant. You could split your mesh into pieces and create func_groups, but the placed models wouldn't stick to certains vertices, only to the whole patch.
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