Autogen houses - possible?
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Hi,
I love the trees in BMS. So - my question is simply:
Can BMS do the same for houses?
I think- would be great to see autogen Houses where Citys and villages are….
Just a question- what do you think about?
Cheers
Tom -
Needs areas to be declared.
For test you can do it and now.
Replace the texture and you are done.
Also will need night light for model - texture.
Finally if I could spot the tree model and remove or make transparent the model that always looks at the user… I would have done it by now but no free time #(}<-[*}}#_%%[{<< -
@Tom:
Hi,
I love the trees in BMS. So - my question is simply:
Can BMS do the same for houses?
I think- would be great to see autogen Houses where Citys and villages are….
Just a question- what do you think about?
Cheers
TomWould be only eye candy but in many cases quite weak eye candy. You could not destroy any of them and it would looks stange when all GUs simply drive throug buildings while you cannot detect them visually but they can… Can fire AAA can launch SAM, etc.
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…You could not destroy any of them…
Another problem, FCR in GM will not “see” this buildings.
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FCR can be set to display them. I believe for trees they disabled FCR.
About not hit Molni current buildings that can be targeted can exist you just draw an area around.
The thing Is procedural uses rules. So with the correct rule and code each and everyone of those auto gen buildings could be destroyed. Each unique, and only affected by weapons blast radius and model strength setting.
The thing is needs many areas categories.
The other thing is roads and urban environment. Lot’s and blocks of buildings are rectangular and not circle. With circles you declare the areas in Falcon, so u see the problem.
Trees are a very good start.
If python could be used or like other procedural grammar and the Falcon code interact and understand miracles can be done.
IF.