Popular Post Essle Posted August 4, 2017 Popular Post Share Posted August 4, 2017 (edited) Forest generator 1.0.0 ---------------------------------------------------------- ---------------------------------------------------------- Use /forestgen <frency> (frequency is distance between trees) ---------------------------------------------------------- Settings fg_client.lua / generatorData - Generation settings fg_server.lua / treesList - Object settings Forest exported to .map file in root directory of script ---------------------------------------------------------- Download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=14680 Edited August 4, 2017 by Essle 3 1 Link to comment
Zorgman Posted August 4, 2017 Share Posted August 4, 2017 Testing this right now. 50% at freq 100 on an already heavy map. I bet I'll lag like hell on it. The resource needs to be unzipped? Link to comment
Essle Posted August 4, 2017 Author Share Posted August 4, 2017 43 minutes ago, Zorgman said: Testing this right now. 50% at freq 100 on an already heavy map. I bet I'll lag like hell on it. The resource needs to be unzipped? More than 50% does not continue? Show script logs. Link to comment
Zorgman Posted August 4, 2017 Share Posted August 4, 2017 (edited) No-no man, it worked perfectly! Obtained 571 objects in a couple of minutes, but had some trouble finding them, had to fire up the editor to see them one by one. I expected much more for some reason What's the largest frequency number you tested this with? Care to share some more screens? And great job! Edited August 4, 2017 by Zorgman Link to comment
Essle Posted August 4, 2017 Author Share Posted August 4, 2017 15 minutes ago, Zorgman said: No-no man, it worked perfectly! Obtained 571 objects in a couple of minutes, but had some trouble finding them, had to fire up the editor to see them one by one. I expected much more for some reason What's the largest frequency number you tested this with? Care to share some more screens? And great job! Here frequency is the distance between trees. That is, the smaller frequency, the more objects. Default frequency - 40.0, up to 20.0 it is possible to lower. Link to comment
Zorgman Posted August 4, 2017 Share Posted August 4, 2017 ah, i see, I interpreted it the other way around Link to comment
Zorgman Posted August 8, 2017 Share Posted August 8, 2017 (edited) Here a video of a lush forest in Flint County, generated with this resource. I used a frequency of 5 and only forest ground materials and obtained +46k objects. Generated and recorded on a beast workstation computer - and still you can see it's laggy when running around. I'll experiment with the LOD distance to stop plants pop out like this, but I don't think the end result will be very playable on a med-spec computer. This makes me sad, would love to play in forests like this. Also, you can see larger area objects such as the grass patches going outside the edge of cliffs (easy to see at the end of the video). Would there be a solution for this? Taking sample points close to each other and comparing the z value to determine if it's a slope, maybe? I'm already running a heavy map, over 12 mb. This forest would add another ~10 mb. It would definitely be a worthy download for the server players, but would such huge maps work well? Edited August 8, 2017 by Zorgman Link to comment
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