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pooface

Removing clutter from objects (roads)

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Can someone help me locate what protocol removes clutter from roads?  I have started making paths in my map, and the clutter often spawns in the way of it, but I would like to increase the 'buffer' where an object or the road tells clutter to not spawn.  You can see this in the paths on Tanoa: the clutter has a pretty wide null buffer around the walking paths.  Is this a setting in the config? In the object properties itself?  Somewhere already deeply encoded in the engine perhaps?

 

Thanks.

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you could use the cluttercutter object. place it down in TB and it basically cuts the grass for you. Or you can edit your mask and define your distance through the colouring for the texture placement.

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I see, good suggestion by spooky - although this takes away 1 of the precious colors per cell :(

I understand now milkm8, thank you

 

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you can make your roads wider but use a tighter road texture.
this way you will get a wider path cut into clutter but can still have tight paths visually as road

kinda weird worded sry :D

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Wouldn't that just stretch the road out..

 

there is also a config entry (brought to attention by pennyworth)

 


/// coefficient for clutter radius to check against roadways (0 = check only center, 1 = check whole radius)
clutterRoadwayCheckRadiusCoef = 0.0f;

Only Tanoa uses it and uses "0.8f"

 

this might help

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28 minutes ago, lappihuan said:

you can make your roads wider but use a tighter road texture.
this way you will get a wider path cut into clutter but can still have tight paths visually as road

kinda weird worded sry :D

 

well that didn't work right lol. I tried to add your quote to the above message. But I think I understand what you mean though....have a tight texture but on the outside of it make the texture transparent. 

 

Is that what you were thinking?

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yes, more transparence on the side of the texutre, but yea that 

clutterRoadwayCheckRadiusCoef

sounds promising!

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2 hours ago, m1lkm8n said:

Wouldn't that just stretch the road out..

 

there is also a config entry (brought to attention by pennyworth)

 

 


/// coefficient for clutter radius to check against roadways (0 = check only center, 1 = check whole radius)
clutterRoadwayCheckRadiusCoef = 0.0f;

Only Tanoa uses it and uses "0.8f"

 

 

this might help

 

Would that go in your config.cpp? Also I see a few config stuff has "1.0f", what is the "f" for?

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2 hours ago, m1lkm8n said:

Wouldn't that just stretch the road out..

 

there is also a config entry (brought to attention by pennyworth)

 

 


/// coefficient for clutter radius to check against roadways (0 = check only center, 1 = check whole radius)
clutterRoadwayCheckRadiusCoef = 0.0f;

Only Tanoa uses it and uses "0.8f"

 

 

this might help

This did it indeed!

I wonder how pennyworth got the config? All the apex data is still in .ebo yes?  No way to (easily) unpack the data :(

 

Thank you for bringing this beautiful little piece of code to my attention

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1 minute ago, pooface said:

This did it indeed!

I wonder how pennyworth got the config? All the apex data is still in .ebo yes?  No way to (easily) unpack the data :(

 

Thank you for bringing this beautiful little piece of code to my attention

 

Hmm. Is the island part of the ebo? I though that was just the object pbos

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