I wrote a version of the TVTCS for Friend14, to use in his Endor level. I called it the RVTCS, or "Ranged Vector Thing Creation System"... It creates/destroyes things based on their distance from the player.
I knew when I wrote it that it was only really useful for outdoor terrain. However, I recently discovered another use for it - random in-game-generated terrain.
Heres how it works: you have a level, which is basically a big box. You create 10 or so "ground" 3d0s, which need to be similar enough that any 2 can be placed side-by side and the textures align... When the level loads, the cog picks a random model for each piece of ground. Now, it keeps that model, and uses it everytime it recreates the object. So, if you leave an area, and come back, it will be the same. But, if you quit the level, and restart, that area WONT be the same...
Ive already written a early version of the cog, and it works like a charm. It has all the nifty debugging features of the TVTCS, with a few new ones, like FCODD, or "Foreign Cog Object Deletion Detection", which occurs when another cog (one not of the system, and problably not written by me), deletes one of the ground 3d0s accidentally. It automatically recovers from such errors.
If anyone is interested in this cog, or 3d0 based terrain in general, please, respond. I am eager for input.
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I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.
JK editing resources.
I knew when I wrote it that it was only really useful for outdoor terrain. However, I recently discovered another use for it - random in-game-generated terrain.
Heres how it works: you have a level, which is basically a big box. You create 10 or so "ground" 3d0s, which need to be similar enough that any 2 can be placed side-by side and the textures align... When the level loads, the cog picks a random model for each piece of ground. Now, it keeps that model, and uses it everytime it recreates the object. So, if you leave an area, and come back, it will be the same. But, if you quit the level, and restart, that area WONT be the same...
Ive already written a early version of the cog, and it works like a charm. It has all the nifty debugging features of the TVTCS, with a few new ones, like FCODD, or "Foreign Cog Object Deletion Detection", which occurs when another cog (one not of the system, and problably not written by me), deletes one of the ground 3d0s accidentally. It automatically recovers from such errors.
If anyone is interested in this cog, or 3d0 based terrain in general, please, respond. I am eager for input.
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I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.
JK editing resources.
And when the moment is right, I'm gonna fly a kite.