Post by Chavez on Feb 19, 2006 16:21:32 GMT -8
If you havent already done this part.... Create a folder in your Vietcong directory and name it LEVELS ...
Open the Ptero Engine II editor and duplicate some scenes...try to pick the ones that you know have jungle type terrains...then go to the folder it created in your LEVELS folder and open the data folder....
you will find a grow folder in there...if you open it you will find a INI text and some nature .bes's...Copy/paste that grow folder into your Vietcong/levels/yourmap/data folder...usually the folder name is A or B or M....
Then in 3dsmax, after you make your terrain and you go to assign a texture to it in the material editor, you put the letter, of your grow file (some of them are named A, B, C, D, E....), in the grow box under where the collision properties are...
As long as there is a .bes of any kind in that folder, and the associated textures for that object placed in your texture folder...it will scatter your .bes's all over that texture in your map...
This is an example of one of the INI notepads in the grow file...
//POROST NIZKY
GROW_VISIBILITY=12
GROW_DENSITY=7
GROW_SORT=0
// end of file
The GROW_VISIBILITY is the distance your nature .bes's will be seen,...in this case here it is from you to 12 meters away...you can set this number higher to 50 meters,...but remember the larger the number the lower your FPS....it doesnt lower it a huge amount,...but it lowers it some...
The GROW_DENSITY is how many of your nature .bes's will be on your texture...the lower the number, the less amount of object .bes's there are,..and the larger the number the more dense your nature .bes's will be on that texture...
Im not sure what the GROW_SORT=0 is yet...
***Now delete the grow.dat file in your folder before going into your map in the ptero Editor...now open your map in the Ptero Editor and hit f8-f9 and whalla...
Chavez/Chavez_US
Open the Ptero Engine II editor and duplicate some scenes...try to pick the ones that you know have jungle type terrains...then go to the folder it created in your LEVELS folder and open the data folder....
you will find a grow folder in there...if you open it you will find a INI text and some nature .bes's...Copy/paste that grow folder into your Vietcong/levels/yourmap/data folder...usually the folder name is A or B or M....
Then in 3dsmax, after you make your terrain and you go to assign a texture to it in the material editor, you put the letter, of your grow file (some of them are named A, B, C, D, E....), in the grow box under where the collision properties are...
As long as there is a .bes of any kind in that folder, and the associated textures for that object placed in your texture folder...it will scatter your .bes's all over that texture in your map...
This is an example of one of the INI notepads in the grow file...
//POROST NIZKY
GROW_VISIBILITY=12
GROW_DENSITY=7
GROW_SORT=0
// end of file
The GROW_VISIBILITY is the distance your nature .bes's will be seen,...in this case here it is from you to 12 meters away...you can set this number higher to 50 meters,...but remember the larger the number the lower your FPS....it doesnt lower it a huge amount,...but it lowers it some...
The GROW_DENSITY is how many of your nature .bes's will be on your texture...the lower the number, the less amount of object .bes's there are,..and the larger the number the more dense your nature .bes's will be on that texture...
Im not sure what the GROW_SORT=0 is yet...
***Now delete the grow.dat file in your folder before going into your map in the ptero Editor...now open your map in the Ptero Editor and hit f8-f9 and whalla...
Chavez/Chavez_US