Flexman Posted November 25, 2013 Posted November 25, 2013 Is there a way to get access to a vegetation layers billboard? In this screen-shot you can see I've applied heavy handed snow texture to these pine trees (in white - erm), you can see the billboards are still in the default green. Are there any undocumented properties or functions to get at this texture? Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo
Josh Posted November 25, 2013 Posted November 25, 2013 If you're doing this in BlitzMax, you can use reflection to view the entire structure of the classes. TQuadTree: Type TQuadTree Field layer:TVegetationLayer[MAXVEGETATIONLAYERS] Field root:TQuadTreeNode Field world:TWorld Field levels:Int Field terrain:TTerrain TVegetationLayer: Type TVegetationLayer Global shadowmode:Int Field body:TBody Field shape:TShape Field collisiontype:Int Field aabb:TAABB Field batch:TBatch[8] Field lodDistance:Float=50.0 Field vegetationobject:TVegetationObject[] Field lodcount:Int Field radius:Float Field billboardtexture:TTexture[2] Field billboarddrawqueue:TSurface[] Field billboarddrawqueuecount:Int Field castshadows:Int=1 Field density:Float=8 Field viewrange:Float=100 Field randomscale:Float=0 Field randomtilt:Float=0 Field aligntoterrain:Int=0 Field index:Int Field randomrotation:Int=1 Field minslope:Float=0.0 Field maxslope:Float=90.0 Field minheight:Float=0 Field maxheight:Float=1000 Field usebillboards:Int=0 Field scene:TShape Field path:String 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Flexman Posted November 25, 2013 Author Posted November 25, 2013 I take it billboardtexture[2] is the diffuse and normal map. Thanks, that *was* all I needed Got access to the textures now. Cheers again. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo
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