Region Editor is not rotating objects on Z-axis

Post » Sun Nov 18, 2012 5:04 pm

I'm pretty sure the region editor used to rotate trees randomly on the z-axis when set to do so. This doesn't seem to be working anymore.

Have I changed a setting, or is this now borked as well ?
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Jessica Nash
 
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Post » Sun Nov 18, 2012 1:36 pm

It has never worked for me.
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Rob Davidson
 
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Post » Sun Nov 18, 2012 1:42 pm

For whatever reason it will not rotate tree objects when set to do so, at all I believe. Back in February when designing the regions for my land I discovered this, so it's been there from the start.

If you want to randomize tree's further, you'll have to rotate them by hand, which is what I'm doing. However if your land is too big that would be an impossible feat.
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Taylor Thompson
 
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Post » Sun Nov 18, 2012 6:37 pm

For whatever reason it will not rotate tree objects when set to do so, at all I believe. Back in February when designing the regions for my land I discovered this, so it's been there from the start.

If you want to randomize tree's further, you'll have to rotate them by hand, which is what I'm doing. However if your land is too big that would be an impossible feat.

Or you could use static trees?

It will rotate static objects, right?
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[ becca ]
 
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Post » Sun Nov 18, 2012 10:54 am

Or you could use static trees?

It will rotate static objects, right?
That's bad idea. The game handles tree objects and static objects differently, meaning the tree's couldn't blow in the wind, etc, etc. In addition it generates LOD seperately for the two, so object LOD for all the tree's would be incredibly draining and inefficient on the system.
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asako
 
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Post » Sun Nov 18, 2012 3:12 pm

That's bad idea. The game handles tree objects and static objects differently, meaning the tree's couldn't blow in the wind, etc, etc. In addition it generates LOD seperately for the two, so object LOD for all the tree's would be incredibly draining and inefficient on the system.

Oh, I forgot about how absolutely terrible this game's LOD system really is.
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Ash
 
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Post » Sun Nov 18, 2012 8:58 am

Oh, I forgot about how absolutely terrible this game's LOD system really is.
It's just programmed to work a certain way. It's not unreasonable that it wouldn't work well if you use it in a manner that it isn't supposed to be used in...
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Wanda Maximoff
 
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Post » Sun Nov 18, 2012 1:46 pm

Use any non-Tree placeholder object instead and after generating use Edit -> Search & Replace with Current World Only to replace the placeholders with the actual Tree objects.
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Claire Jackson
 
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Post » Sun Nov 18, 2012 5:57 am

Use any non-Tree placeholder object instead and after generating use Edit -> Search & Replace with Current World Only to replace the placeholders with the actual Tree objects.
That's a good workaround.

I was sure it worked before, but it must have been static objects that I was using.
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Nathan Barker
 
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Post » Sun Nov 18, 2012 3:48 pm

Use any non-Tree placeholder object instead and after generating use Edit -> Search & Replace with Current World Only to replace the placeholders with the actual Tree objects.
Well I thought it was a good workaround, but unfortunately, it'll only let you replace the generated static with another static. Tree objects don't appear in the 'replace with' list.

I tried making a new static and assigning a tree mesh to the new static, but it only crashed the CK, so no joy there either :(

[Edit]
Hahaha,...you beauty,...it does work.
I didn't notice at first, but the search/replace box has a small tick box with 'Same base object type only' beside it. I un-ticked it and it let me replace the statics with trees. Happy Chappy :biggrin: :biggrin:

[Edit - 2]
Looks like Maegfaer was typing this vv, while I was typing this ^^ :)
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jodie
 
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Post » Sun Nov 18, 2012 6:08 am

There's a checkbox called "Same base object type only" (right under "Replace with", aligned to the right) that is checked by default. Uncheck it. :wink:
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GRAEME
 
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Post » Sun Nov 18, 2012 7:02 pm

lol, I must've been typing when you posted :biggrin: :biggrin:

Thanks for the help.
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cutiecute
 
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Post » Sun Nov 18, 2012 5:34 pm

Ah, that's a brilliant idea Maegfaer.

Glad it worked Tamb0. :)
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^~LIL B0NE5~^
 
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Post » Sun Nov 18, 2012 6:24 pm

Ah, that's a brilliant idea Maegfaer.

Glad it worked Tamb0. :smile:
It worked brrrrrilliantly :D. Just had to alter/mess around with the sink values because normal statics usually have the mesh origin at ground level, but trees have the mesh origin around 30 - 50 units above ground level. Anyway, got there in the end and it's looking good.

Cheers again :D
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Alycia Leann grace
 
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Post » Sun Nov 18, 2012 6:16 am

For whatever reason it will not rotate tree objects when set to do so, at all I believe. Back in February when designing the regions for my land I discovered this, so it's been there from the start.

If you want to randomize tree's further, you'll have to rotate them by hand, which is what I'm doing. However if your land is too big that would be an impossible feat.
not sure if i got you right, but you _can_ rotate trees/plants (using their 3d-data-tab at least), but you just don't see it before you close the tab. meaning, type them in some new angles -> see nothing, close tab -> tree rotated.
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Mashystar
 
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Post » Sun Nov 18, 2012 6:24 am

not sure if i got you right, but you _can_ rotate trees/plants (using their 3d-data-tab at least), but you just don't see it before you close the tab. meaning, type them in some new angles -> see nothing, close tab -> tree rotated.
You can rotate them, yes, but not in the region generator tab. Which is the issue here. Meaning if he generated 10000 trees they would all have a Z facing of 0. Meaning he would have to hand rotate all of them to get random rotation.

Which again, is what I'm doing, but my land isn't perticularely large. (Only about 30x28 cells)
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Dean Brown
 
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Post » Sun Nov 18, 2012 6:27 am

You can rotate them, yes, but not in the region generator tab. Which is the issue here. Meaning if he generated 10000 trees they would all have a Z facing of 0. Meaning he would have to hand rotate all of them to get random rotation.

Which again, is what I'm doing, but my land isn't perticularely large. (Only about 30x28 cells)
oh, sorry, then i did most definitely _not_ get right what you were about :-)
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Ownie Zuliana
 
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