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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
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
.