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Author Topic: How to use SPAWNER feature ...  (Read 816 times)
acocq
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« on: July 12, 2009, 10:57:38 AM »


Sorry if this is obvious to everyone else, but how is the SPAWNER feature actually used ?  I searched the Forum and also looked at the online documentation, but just don't understand how to use this.

The information provided in the online docs (mostly the "procedural traffic") doesn't help me much.

Basically, I wanted to use the SPAWNER feature to put in a variety of foliage into my world. So how is this done ?

Cheers,
Andreas
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pixel_legolas
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« Reply #1 on: July 12, 2009, 03:42:12 PM »

I think that in the place where it says TYPE you have to type the layer name. This s becasue the spawner obejcts will only spawn on the surface that has been painted by a certain texture.

So if layer 2 is sand and you just want to add rocks you add rock object and put in LAYER 2 in type
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acocq
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« Reply #2 on: July 12, 2009, 05:00:21 PM »

Thanks for the tip ... it worked (sort of  Roll Eyes) ...

But apparently, the Spawned objects do not take the LOD information from the OPR file  Sad  That really makes the spawner unusable for spawing trees / forrests, because you have the trees popping up out of nowwhere ...

But maybe there's some command that I haven't found yet that gets around that Huh

Cheers,
Andreas
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Squat
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« Reply #3 on: July 12, 2009, 05:39:44 PM »

The trees clump up in funny areas and pop in and out if they're scaled in the .OPR. Also, the only stable format for them is .obj as .fbx seems to make them spawn weird too. Make sure that your export has the scale reset and that it's coming in at 1 to 1.
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acocq
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« Reply #4 on: July 13, 2009, 03:32:49 AM »

... Also, the only stable format for them is .obj as .fbx seems to make them spawn weird too. Make sure that your export has the scale reset and that it's coming in at 1 to 1.

Currently, I use the LWO format, which - for me as a LW-user - makes the most sense.  I have scaled the object to be 1:1, so there is no ObjectScale instruction in the OPR.

Cheers,
Andreas
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gekido
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« Reply #5 on: July 17, 2009, 11:31:51 PM »

Simply load the object into the editor and select tools->export geometry to export it to an obj and then use that as the spawner.   the editor will export the model with the same scale as it is in the editor and reset any internal transforms or whatever that might be applied to it.  it will also save any surface properties (if you save an opr of the exported object) as well.

sometimes models contain scale history and other strange things internally, whether the model says it's scaled or not.  for spawners it's better to just export them from the editor and use that version for the spawned version.
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acocq
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« Reply #6 on: July 19, 2009, 05:35:48 AM »


Thanks for the answer ... but I am still unsure about this:

Does the SPAWNER support LODs or not ?

Cheers,
Andreas
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gekido
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« Reply #7 on: August 23, 2009, 01:29:13 AM »

spawners support eveything that normal gamecore objects do - including the ObjectMinDepth / MaxDepth properties, etc.
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ross.rockafellow
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« Reply #8 on: October 09, 2009, 01:45:31 PM »

Hey, just wanted to post a link to the tutorial I did on the spawners. Have fun!

http://www.gamecore3d.com/forums/index.php/topic,652.0.html
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