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Ambient Vegitation???
Posted: Wed Sep 29, 2010 3:10 am
by Blu3Haz3
I was really curious, this would be a great thing for unreal. I use enb series and it would cover up a lot of areas that look unnecessarily sharpened. Perhaps not unnecessary, but missing a bit of detail such as grass sticking up. Having that said, even without enb series, it would make things a bit more world like instead of rubber cube like. This will be a poll, so if people take my idea in consideration. This would be a very nice thing to have, and considering the possibility of it just being sprites everywhere on top of gen earth grass areas. It shouldn't be too much more to work on :]
Re: Ambient Vegitation???
Posted: Wed Sep 29, 2010 7:46 am
by []KAOS[]Casey
Can't modify maps. So.. no.
Re: Ambient Vegitation???
Posted: Wed Sep 29, 2010 8:10 am
by Hyper
Can't modify maps. So.. no.
It should technically be possible to implement this without modifying map files. With a software function that adds the vegetation on the fly on area's with the selected textures. (Known grass textures)
But as far as I can imagine this would be quite advanced and is beyond a normal mutator. I think this requires more powerful engine or native level code to do.
And it can only be implemented on a limited scale. For example, there are grass textures with a path in it. The software cannot easily know where the path is. So, you get OR a path with grass over it OR a grass texture without added vegetation. Not ideal.
In short, a great idea, but quite hard to implement right. It's up to the developer team to decide if it is worth the effort and time, considering priorities and consdering if it is worth causing more delay for the release of 227G.
Re: Ambient Vegitation???
Posted: Wed Sep 29, 2010 10:43 am
by Gizzy
Re: Ambient Vegitation???
Posted: Wed Sep 29, 2010 3:53 pm
by Shivaxi
Yeah that'd work...if someone wants to go through every single Unreal map and edit each one manually haha

Re: Ambient Vegitation???
Posted: Wed Sep 29, 2010 4:25 pm
by []KAOS[]Casey
Can't modify maps. So.. no.
It should technically be possible to implement this without modifying map files. With a software function that adds the vegetation on the fly on area's with the selected textures. (Known grass textures)
Unfortunately, same dilemma as footstep sounds, any texture can be used as a ceiling, floor, or wall texture, so even a mossy texture might need such modifications.
Dots' map modifier mutator is perfect for it being a
mod, although I hope if you're doing that you know how to make bNetTemporary and simulated actors.
Re: Ambient Vegitation???
Posted: Thu Sep 30, 2010 8:08 am
by Raven
There's a vegetation generator I've wrote for U1 that creates vegetation on fly once game is loaded. I think it'd be much easier to use that. Also maybe new sunlight corona can be add to the maps along with vegetation

.
Re: Ambient Vegitation???
Posted: Fri Oct 01, 2010 12:06 am
by Blu3Haz3
There's a vegetation generator I've wrote for U1 that creates vegetation on fly once game is loaded. I think it'd be much easier to use that. Also maybe new sunlight corona can be add to the maps along with vegetation

.
Hey, not to be rude... but mind if I take a look at it??? is it a mutator or is it compiled with unreal by nature?
Re: Ambient Vegitation???
Posted: Fri Oct 01, 2010 12:25 am
by Pravin
There's a vegetation generator I've wrote for U1 that creates vegetation on fly once game is loaded. I think it'd be much easier to use that. Also maybe new sunlight corona can be add to the maps along with vegetation

.
Hey, not to be rude... but mind if I take a look at it??? is it a mutator or is it compiled with unreal by nature?
Today's weather forecast consists of random mods being compiled.
evo sucks
EDIT: This post was created By Nature.
Re: Ambient Vegitation???
Posted: Fri Oct 01, 2010 5:40 pm
by Blu3Haz3
There's a vegetation generator I've wrote for U1 that creates vegetation on fly once game is loaded. I think it'd be much easier to use that. Also maybe new sunlight corona can be add to the maps along with vegetation

.
Hey, not to be rude... but mind if I take a look at it??? is it a mutator or is it compiled with unreal by nature?
Today's weather forecast consists of random mods being compiled.
evo sucks
EDIT: This post was created By Nature.
Look in the Unreal.ini; you can change those kind of settings there. Settings such as start up .u files, and also the automatic start up of mutators. You are educated with unreal script, how could you had not noticed that?
Anyways, 227g is not entirely important at all. All I have seen done has been enhancements in detail and software tools. I don't think that this project is entirely accurate in the first case. So asking for any reference on Ambient Vegetation would be a great improvement from 226-227. What's wrong with that?
Re: Ambient Vegitation???
Posted: Sun Oct 03, 2010 8:02 am
by Raven
Hey, not to be rude... but mind if I take a look at it??? is it a mutator or is it compiled with unreal by nature?
Of course it's included with 227

. It's UIVegetationGenerator and it uses UIFlora (Decoration->UIFlora - plays sound when player walks through grass). Configuration is very easy.
Re: Ambient Vegitation???
Posted: Sun Oct 03, 2010 2:01 pm
by Blu3Haz3
Hey, not to be rude... but mind if I take a look at it??? is it a mutator or is it compiled with unreal by nature?
Of course it's included with 227

. It's UIVegetationGenerator and it uses UIFlora (Decoration->UIFlora - plays sound when player walks through grass). Configuration is very easy.
So, must it be placed in a map or is it a mutator? I think I can figure out a way to make this automatically start up.
Re: Ambient Vegitation???
Posted: Sun Oct 03, 2010 3:04 pm
by Raven
It must be present on map, but can also be used with .:..: mutator.