B Native Other Polished Landscapes [RELEASED][news pg. 19]

Users who are viewing this thread

What values in the flora_kinds determine the number of trees in generated battle maps? I tried changing a few numbers to test but most of them seem to point to meshes.
 
laius said:
What values in the flora_kinds determine the number of trees in generated battle maps? I tried changing a few numbers to test but most of them seem to point to meshes.
All the flags for flora get combined into one long number string in flora_kinds.txt. But if you have the module system you can use xenoargh's Flora Kinds Source (search for it in OSP Resources board.) In there entries look like this:
Code:
 ("grass",fkf_grass|fkf_on_green_ground|fkf_guarantee|fkf_align_with_ground|fkf_point_up|fkf_plain|fkf_plain_forest|density(1500),[["grass_a","0"],["grass_b","0"],["grass_c","0"],["grass_d","0"],["grass_e","0"]]),
You can see |density(1500) in there which determines the number generated.
 
In module.ini add
load_mod_resource = env_materials
load_mod_resource = map_tree_meshes
load_mod_resource = particle_meshes
load_mod_resource = tree_meshes
load_mod_resource = xtree_meshes
load_mod_resource = grass_meshes
load_mod_resource = plant_meshes
load_mod_resource = xtree_meshes_b
load_mod_resource = xtree_meshes_c
load_mod_resource = grass_meshes_b
load_mod_resource = tree_e_meshes
load_mod_resource = terrain_borders
load_mod_resource = particles_2

And delete lines:

load_resource = map_tree_meshes
load_resource = particle_meshes
load_resource = tree_meshes
load_resource = xtree_meshes
load_resource = grass_meshes
load_resource = plant_meshes
load_resource = xtree_meshes_b
load_resource = xtree_meshes_c
load_resource = grass_meshes_b
load_resource = tree_e_meshes
load_resource = terrain_borders
load_resource = particles_2

so... add them & then delete them?
 
Back
Top Bottom