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I'm using the GR Scatter Tool plugin to paint my trees and bushes on my map. The scaling and rotation settings are working just fine. My problem is that all my trees and bushes end up floating - about a meter over the floor geometry (varies depending on the amount of scaling taking place). My helper points and pivot points appear to be positioned correctly. Anybody have any tips on how to fix this?

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I can post the settings that I have used with success. I had a similar problem. I thought all my pivots and helper points were correct only to find the pivots off. I think that I ungrouped and regrouped and forgot to reset the pivot point. Also I had copied a tree to use as the exportfirst model. The new helper point was named as "O01", which caused the export to fail and crash 3ds.

-settings- 1. Do not check align to normals and leave on "z", 2. Set the "map" button to the texture used for object you are scattering, 3. Copy Method set at "copy". 4. Offset method. If an intiger is entered in the "z" setting this will cause object to be offset above or below the emmiter object. Do not use the Uniform Scale from X box. Causes wierd results from what I've read. 6> Scatter object.- Choose the object to be scattered. Leave the weight setting at one. 7. Emmiter object- select the object to be scatted upon. I'm sure youv'e done all this, but maybe one setting is off. Good luck!

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Bitshot,

Thanks for the reply.

Before attemping to paint my objects, I went through each and every one of them and reset helper and pivot points and checked that helper points were named correctly.

As far as settings, I'm with you on those - still no luck though.

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One last thing. My understanding is that helper point and pivot point need to be alinged in all three axis - and thats at the center-base of the tree or bush object (with the bottom of the collision object about .5 meters below that).

Is this correct?

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I apologize for posting a different question in your topic, and i hope you dont mind, but where can this tool be downloaded from? if its on the ds or it cd, then could someone post a link on the internet? (dont have ds or it yet) It sounds very handy :) Thanks.

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-settings-  1. Do not check align to normals and leave on "z", 2. Set the "map" button to the texture used for object you are scattering, 3. Copy Method set at "copy".  4. Offset method. If an intiger is entered in the "z" setting this will cause object to be offset above or below the emmiter object. Do not use the Uniform Scale from X box. Causes wierd results from what I've read. 6> Scatter object.- Choose the object to be scattered. Leave the weight setting at one. 7. Emmiter object- select the object to be scatted upon.    I'm sure youv'e done all this, but maybe one setting is off. Good luck!

1. You can align some foliage to normals. The small grass type objects look better this way IMO.

2. Not necessary to set any "maps" in the scatter tool.

3. Correct

4. From my experience most of the transform offsets only apply when you're scattering more than one vegetation type at a time. The rotation and scale offsets work fine. I've never experienced any problems using random scaling parameters as long as the uniform scale from X box is checked.

6. You can scatter more than one object at a time. This is useful for the smaller vegetation types as it places them quickly. (This is where the offset movement parameters come into play). You can set the weights to different numbers when more than one object is set to be scattered. This way you can have 40% small bushes and 60% large bushes for example. The weight is tied directly into the count.

7. This is correct, however make sure that the floor mesh you are scattering on is NOT currently grouped with the room. This will cause problems.

Finally, I would recommend using the paint function for the most control with this utility. If you just scatter the objects, you'll end up going back through several exports fixing the bad foliage. I also usually hide everything else in the scene while I'm painting with the scatter tool to speed up performance. Once I'm satisfied with their placement, I'll hide the trees so I don't accidentally group them with the room and it also speeds up viewport performance.

Oh, I forgot one other thing. When you run the map in game enter the console and type "badtree" (minus the quotes). Trees that are too close together and might potentially cause AI problems will be set on fire.

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Thanks for all of the responses guys.

I'm not having fun here... :wall::wall::wall::wall:

I have checked, rechecked, and rechecked again - all settings, helper points and pivot points seem to be correct. Everything works just fine, except my trees and bushes are still floating. The level that the objects float is usaully plus or minus a meter above the selected emitter object (depending on the amount of scaling taking place.

Any other ideas?

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Ok, here is where I’m at now. After adjusting and re-adjusting pivot points, the results are:

1. Small bushes, WITHOUT collision objects, rotate, scale, and intersect with the emitter object correctly

2. Larger bushes, WITH collision objects, rotate and scale correctly, but intersect with the emitter object at the base of the collision object – not with the pivot point for the collision object

Anybody got a clue? I’ve been working on this problem for three days now! At this rate I’ll never finish this map.

:rofl::wall::rofl::wall:

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