About Store Forum Documentation Contact



Post Reply 
Procedural decorating terrain question
Author Message
Spikelife Offline
Member

Post: #1
Procedural decorating terrain question
I have the menu and the GUI stuff set up in the custom menu in the editor, but I'm having trouble figuring out how grass and trees and waypoints and such are stored in the areas. The headers seem to indicate they are objects with pos and maybe rotations? I have a way to know what is supposed to be there (for example forest or meadow or savannah or whatever). But how would I programmatically place trees or grass into the area? Maybe I'm just not seeing the documentation.

Hopefully this is the right place to put this since I got beat up for assuming and posting something before in a different place.
05-26-2011 01:42 PM
Visit this user's website Find all posts by this user Quote this message in a reply
Esenthel Offline
Administrator

Post: #2
RE: Procedural decorating terrain question
check "_/Extra/Edit/World/WE.h" header:
Code:
Int  objs(     ) {return _obj.elms();} // get number of visible objects
   Obj& obj (Int i) {return _obj[i]    ;} // get i-th      visible object

   // objects
   void objSelClear     (        ); // clear   object      selection
   void objSelInclude   (Obj *obj); // include object in   selection
   void objSelExclude   (Obj *obj); // exclude object from selection
   void objSelToggle    (Obj *obj); // toggle  object      selection
   void objSelSelect    (Obj *obj); // select  object
   void objSelAllInclude(Obj *obj, Bool visible_only=true                           ); // include all similar objects in   selection
   void objSelAllExclude(Obj *obj, Bool visible_only=true                           ); // exclude all similar objects from selection
   void objSelAllToggle (Obj *obj, Bool visible_only=true, Bool skip_given_obj=false); // toggle  all similar objects in   selection
   void objSelAllSelect (Obj *obj, Bool visible_only=true                           ); // select  all similar objects

   void objDelete(          ); // delete selected objects
   void objCreate(C Vec &pos); // create object at 'pos' world position

..
05-27-2011 11:20 AM
Find all posts by this user Quote this message in a reply
Spikelife Offline
Member

Post: #3
RE: Procedural decorating terrain question
Oooo Ty Ty. I'll give this a try.
05-27-2011 10:58 PM
Visit this user's website Find all posts by this user Quote this message in a reply
Post Reply