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.
Another way, without trig function, and without conditional. 8)
mogn...got a clip file for that one...looks interesting.. ...
Nice. I'll be using this.
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.
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. :)
Thanks Ogre! Neet trick "complement colour", its nearer the original
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!
Wow. This is an awesome thread. Thanks for your efforts and letting us in on it. This looks very promising.
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.