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General => File Sharing => General => Topic started by: Ogre on April 01, 2008, 03:23:41 PM

Title: Function based grid for populations
Post by: Ogre on April 01, 2008, 03:23:41 PM
I have been working on a function based grid to try and place populations in neat rows. Needs work but here it is so far.
Title: Re: Function based grid for populations
Post by: mogn on April 02, 2008, 03:43:01 AM
Another way, without trig function, and without conditional.  8)
Title: Re: Function based grid for populations
Post by: bobbystahr on April 02, 2008, 09:22:57 AM
mogn...got a clip file for that one...looks interesting.. ...
Title: Re: Function based grid for populations
Post by: nvseal on April 02, 2008, 12:53:42 PM
Nice. I'll be using this.
Title: Re: Function based grid for populations
Post by: Ogre on April 02, 2008, 01:15:47 PM
I tried it out and it wokrs great. No object overlapping that I can see. To get the grid I wanted I set the first constant to 5 (tighter spacing) and the last to 50 (Small dots). I needed to set the object spacing to 0.1 to get the object coverage I needed.
Title: Re: Function based grid for populations
Post by: Harvey Birdman on April 02, 2008, 03:54:19 PM
Sweet!   :)

I'm kicking around an idea for something along thses lines. I'm thinking of a shader that would create a checkerboard effect, with optional lines separating the blocks. It could be used to create a large-scale farm field effect, with optional hedgerows separating the fields. I'll post it into this thread when I get it working the way I want.   :)
Title: Re: Function based grid for populations
Post by: mogn on April 03, 2008, 01:36:29 AM
Thanks Ogre! Neet trick "complement colour", its nearer the original
Title: Re: Function based grid for populations
Post by: mogn on April 03, 2008, 09:18:48 AM
Quote from: Harvey Birdman on April 02, 2008, 03:54:19 PM
Sweet!   :)

I'm kicking around an idea for something along thses lines. I'm thinking of a shader that would create a checkerboard effect, with optional lines separating the blocks. It could be used to create a large-scale farm field effect, with optional hedgerows separating the fields. I'll post it into this thread when I get it working the way I want.   :)

A simple Checkerbord without fences!

Title: Re: Function based grid for populations
Post by: rcallicotte on April 03, 2008, 09:37:45 AM
Wow.  This is an awesome thread.  Thanks for your efforts and letting us in on it.  This looks very promising.
Title: Re: Function based grid for populations
Post by: Ogre on April 03, 2008, 09:38:05 AM
Quote from: mogn on April 03, 2008, 01:36:29 AM
Thanks Ogre! Neet trick "complement colour", its nearer the original

I made one more change. I added in function to limiot the x and z distribution.  This way you can make distinct rectangular groups and merge them together with a merge shader and apply them to the 1 population.  This would be useful if setting up several cornfields or army groups.