Yes that was just a random idea, better I write down in forums before I forget (darn volatile brain its mine)
@Baba: about an year ago I had a bit of fun playing with speedtrees and nwn2 tree models, using the treecad to create trees for nwn its doable, and OTR wrote down a useful script to click substitute leaf nodes with whatever mesh or emitter you want... we tried in game with emitters and it works just fine (trunks were mesh based, but since it works for leaves, it does for any else mesh). I wanted to replicate the way nwn2 handles foliage, with emitters spawning texture facing the cam. this works, but there is an engine based issue that made me abandon this project (the textures spawned by emitters do render through engine fog, making ugly effect. emitter controlled chunks work just fine with the fog, but there is no setting for having them facing the cam.) and as i said, im not sure if there is tilefade option in the emitter settings... but using CHUNK instead of textures, its engine safe and works like a charm
edit: heres a pic i found showin emitter controlled foliage in game (the trees should be cypress and red cedar) just using the bioware rural tileset. they look great! as i said, the issue comes with the fog
'> and i suppose theres is no way to have it render through transparencies)
http://desmond.image...jpg&res=landing
http://desmond.image...jpg&res=landing
Modifié par s e n, 23 juillet 2012 - 10:03 .