Game Development Community

Fxreplicator

by Chris Sargent · in Torque Game Engine · 09/21/2008 (12:43 pm) · 3 replies

Is there any more information about this available other than the tiny bit on TDN?

#1
10/05/2008 (12:24 pm)
From TDN code, with comments:

new fxShapeReplicator(WhiteLocus) {
         position = "108.886 487.07 137.906";
         rotation = "1 0 0 0";
         scale = "1 1 1";
         HideReplications = "1"; //Display the shapes
         ShowPlacementArea = "0"; //show the purple circle
         PlacementAreaHeight = "25"; //purple circle height
         PlacementColour = "0.4 0 0.8 1"; //circle color
         shapeFile = "~/data/shapes/trees/White_Pine/Sharp_WhitePine01.dts"; //shape name
         Seed = "1376312589"; //random seed that can be changed to generate the placement of the shape
         ShapeCount = "100"; //number of generated shapes
         ShapeRetries = "100"; //how many times the system tries to place a shape before giving up, accordingly to settings below
         InnerRadiusX = "0"; //no shape placement within this radius from the center, X axis
         InnerRadiusY = "0"; //ditto, Y axis
         OuterRadiusX = "300"; //maximum radius to place shapes on X axis
         OuterRadiusY = "300"; //ditto Y axis
         AllowOnTerrain = "1"; //shapes placement allowed on terrain
         AllowOnInteriors = "1"; // on interiors
         AllowOnStatics = "0"; //on TSSshapes
         AllowOnWater = "0"; //in water
         AllowWaterSurface = "0"; //on water
         AlignToTerrain = "0"; //aligned to terrain or not (always vertical)
         Interactions = "1"; //player can bump in (useless for grass for example)
         AllowedTerrainSlope = "90"; //maximum slope to place shapes (35 is a good range IMHO)
         TerrainAlignment = "1 1 1"; 
         FixShapeAspect = "1"; //preserve shape aspect
         ShapeScaleMin = "5 5 5"; //min shape size (x y z)
         ShapeScaleMax = "7 7 7"; //max shape size (x y z)
         ShapeRotateMin = "0 0 0"; //shapes rotation
         ShapeRotateMax = "0 0 0"; //ditto
         OffsetZ = "0"; //to get shapes down or up when aligned on the terrain
      };
#2
10/05/2008 (3:46 pm)
Thanks Stephan!

Is this identical to the fxFolliageReplicator? It looks the same. If it IS the same, I believe there is detailed information in the Getting Started Forum in the thread titled Torque 101: Intro to Torque

@Chris - Is there something specific you wanted to know about?

Tony
#3
10/05/2008 (3:55 pm)
The fxShapeReplicator and fxFoliageReplicator are very similar. The foliage replicator is for replicating billboard foliage textures (plants, bushes, grass, etc) while the shape replicator handles mass replication of .dts objects (trees, rocks, rubble, etc.).