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Author Topic: Auto popping trees  (Read 3340 times)

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Hangman

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Auto popping trees
« on: June 07, 2013, 11:07:01 AM »

I want to know how can I prevent those self generating trees to appear in specific area as I am trying to make big airfield which covers large area
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Hangman

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Re: Auto popping trees
« Reply #1 on: June 07, 2013, 12:14:00 PM »



These are the damn trees that I am talking
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SAS~Boomer

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Re: Auto popping trees
« Reply #2 on: June 07, 2013, 05:59:29 PM »

When you write at the end of the load.ini string>
texture, 2---------------- the texture is zoomed--------Definition is poor and generated trees are absent
texture, -2----------------the texture is un-zoomed----Definition is very high and generated trees are absent
texture + nothing---------the texture is normal---------Definition is average and generated tree exist

This does not work with all texture slots such as Lowland0, Lowland1 .. etc
these texture slots need tree files associated with them
if trees are not wanted on those texture slots simple remove or do not use a tree file with the texture

Pop-up tree's may be on airfields in Unlocked or map editors FMB
but usually disappear in Mission Builder FMB,you need to check


I think,airfield and city texture slots should or usually do not have trees on them
but if the texture has another texture beside it bleeding a bit into it there may be a few trees produced

placing an object down,will eliminate trees for a small area under and around that object
so for very stubborn trees use a blankplate or building,hanger whatever  to remove them

May be a few other tricks,but at the moment my memory eludes me

hope this helps
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Hangman

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Re: Auto popping trees
« Reply #3 on: June 08, 2013, 04:22:13 AM »

Thank's Boomer
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mandrill

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Re: Auto popping trees
« Reply #4 on: June 09, 2013, 04:24:37 PM »

Copy the texture you want to use for the airfield and re-save it with the word "Fields" in the title. Then make an all black .tree file to go with it. This will block any trees from occurring.
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Uzin

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Re: Auto popping trees
« Reply #5 on: June 10, 2013, 03:01:18 AM »

Copy the texture you want to use for the airfield and re-save it with the word "Fields" in the title. Then make an all black .tree file to go with it. This will block any trees from occurring.
Hi, mandrill, this sounds genial !
It should work . Going to try it.
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Hangman

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Re: Auto popping trees
« Reply #6 on: June 10, 2013, 03:53:23 AM »

Ok another question about textures. How I can make airfield concrete plate as a new texture and use it by painting it on Map_t this way I could get good looking airfield area
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SAS~Boomer

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Re: Auto popping trees
« Reply #7 on: June 10, 2013, 06:25:38 PM »

AFAIK
I always thought just having the word Fields in the textures name correctly, makes that texture need a treefile to produce trees
so with this thinking ,no treefile is necessary at all and you would therefore not need an all black treefile

easy enough to check,rename the texture then check in "mission builder" FMB for trees
If no trees then yes no treefile is necessary at all
if trees still show then an all black treefile would be needed

@ Hangman
there is a Pdf tutorial around by KevinP on how to make airfield textures
it may be included with his map tutorial

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Hangman

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Re: Auto popping trees
« Reply #8 on: June 11, 2013, 04:55:17 AM »

I've read through Kevin's tutorial some time ago but I will read it again thanks
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mandrill

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Re: Auto popping trees
« Reply #9 on: June 19, 2013, 07:52:05 PM »

AFAIK
I always thought just having the word Fields in the textures name correctly, makes that texture need a treefile to produce trees
so with this thinking ,no treefile is necessary at all and you would therefore not need an all black treefile

easy enough to check,rename the texture then check in "mission builder" FMB for trees
If no trees then yes no treefile is necessary at all
if trees still show then an all black treefile would be needed

Oh man, I thought I was so smart! But there was something I didn't think of!!
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