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Posted: Wed Jun 27, 2007 8:56 pm
by fireside
The link for this is at the start of the page is dead. Looks really cool, anyway of getting it?

Posted: Wed Jun 27, 2007 10:37 pm
by bitplane
Hmm I should edit that. I've moved the code here:

http://irrlicht-plugins.googlecode.com/ ... SceneNode/

I'll see if it's still working with the latest version of Irrlicht, and update the code tonight if not.

edit: oh yeah, i updated it for 1.3 a while back so it still works.

Posted: Thu Jun 28, 2007 9:15 am
by lantis
Here still bug what grass works only for terrain 128x128 ?
If im use 256x256 then grass available only for first 128x128 area ;( all other not drawn

Posted: Thu Jun 28, 2007 10:31 am
by bitplane
the grass node is just a patch, it isn't tied to the terrain. the initial idea was to create them for a large seamless world as the user walks around using a tile manager, but I never got around to writing it (I don't know if I ever will).
The demo just uses a 10x10 grid of grass patches, they aren't scaled to fit the terrain or anything.. so in short, you'll need to change the demo if you want to support a larger terrain.
or did you try this?

Posted: Fri Jun 29, 2007 1:58 pm
by lantis
Im use 256x26 grassmap texture ;( anyway drawn only 128x128 area

Posted: Wed Aug 15, 2007 9:00 am
by paooolino
first of all, I love your grass scene node and I think it will deserve more attention and documentation :D

so, here is my question.

your demo uses a 256x256 heightmap. scaled by 40, so -> 10240 units.
because of #define GRASS_PATCH_SIZE 1024
10 patches cover the entire terrain.

So, I'm using a 128x128 heightmap scaled by 8 -> 1024. A single patch should cover all of it, huh? it covers just 1/4. the seem happens with 256x256 terrain scaled by 4. Well, no problem at all doubling pathces but I'd like to know just why or if I'm wrong with something ;)

Another thing.. when scaling the 256 terrain by 2 (or 128 by 4) so the grass should cover it entirely, the program crashes at grass node creation.

thankyou in advance :)

Posted: Mon Oct 08, 2007 1:40 pm
by MasterGod
Is it v1.4 compatible?

Posted: Mon Oct 08, 2007 4:00 pm
by lostclimategames
Is it v1.4 compatible?
how do we get a mod to temp ban him, ive seen this on the last 4 or 5 threads ive looked at and it needs to be stopped.

Excuse me

Posted: Fri Nov 02, 2007 1:56 am
by Saiyantwin
I have a problem:

Made a new thread in beginner but since its related to your (great I might add) script, I thought you might want to know and maybe even help me solve this one. Thnx

http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=24561

Posted: Sun Jul 13, 2008 10:43 am
by stevend
hi im thinking this will be a fantastic addition to my game engine. i am having some issues with your node though and thought maybe you could give me a hand.

you grass is not showing up! it compiled fine though...

details: http://irrlicht.sourceforge.net/phpBB2/ ... um.php?f=1

thanks if you can help, and thanks for the scene node

License

Posted: Mon Sep 22, 2008 11:47 pm
by Frank Dodd
Hi bitplane great work on this node it looks really terrific, i am thinking about integrating it into a terrain node i am working on to release under an Irrlicht type license. I have checked your archives and posts but can't find and license information for your grass module and the wind generator code.

how are you licensing this?

Posted: Tue Sep 23, 2008 2:08 am
by BlindSide
Dude, trust me, this one is Irrlicht license. Bitplane hates restrictive licenses.

Posted: Tue Sep 23, 2008 5:38 pm
by Frank Dodd
That brilliant! Thanks for your response and this great scene node that really brings a terrain to life.

Posted: Sun Dec 21, 2008 7:58 am
by aktlakfh1777
oh, i like it.

thanks.

Posted: Sun Dec 21, 2008 6:28 pm
by Mel
I think it should be part of the engine already :).