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 Gold Density 
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Joined: Fri Dec 29, 2006 7:42 pm
Posts: 1871
Location: UK
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Post Gold Density
How can I adjust the gold density of a scene in build 14!?!?!


Sun Jun 17, 2007 11:39 am
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Joined: Mon Dec 04, 2006 3:34 am
Posts: 2378
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Code:
AddTerrainDebris = TerrainDebris
   InstanceName = Gold
   DebrisFile = ContentFile
      // When loading, 000-001-002 etc is added automatically before .bmp
      Path = Base.rte/Scenes/Objects/Gold/Gold.bmp
   DebrisPieceCount = 26
   DebrisMaterial = Material
      CopyOf = Gold
   TargetMaterial = Material
      CopyOf = Earth
   OnlyOnSurface = 0
   MinDepth = 25
   MaxDepth = 350
   DensityPerMeter = 2.0


In there. It's in Scenes.ini to change for only one scene make a new thing like this for that scene.


Sun Jun 17, 2007 11:58 am
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Joined: Fri Apr 27, 2007 3:40 pm
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Just change densitypermeter. I changed it to 10 on my test map, it rocks


Sun Jun 17, 2007 4:23 pm
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Joined: Wed Nov 22, 2006 3:19 pm
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Dude, you dont have DensityPerMeter in build 14 maps
Its different now


Sun Jun 17, 2007 4:25 pm
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Joined: Mon Dec 04, 2006 3:34 am
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Yes you do, it's in the code I posted.


Sun Jun 17, 2007 7:12 pm
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Joined: Wed Nov 22, 2006 3:19 pm
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Yes, but its different!
Its not like it was before, look the the plant code
Now you have "MaxDensity" and "MinDensity" (Something like that)


Mon Jun 18, 2007 7:37 am
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Joined: Mon Dec 04, 2006 3:50 am
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Look in the build 14 scene .inis It's there. Whether it serves a purpose I don't know, but Data doesn't strike me as the type that would leave outdated variables floating around in his code...

Also, plants work differently from gold, from what I understand... I'm probably wrong on this. I have noticed some differences in the scene files, though. For intance the "frosting" stuff? So now he's made it so that adding grass isn't so annoying. makes sense to me. We should start calling plants "sprinkles", just to toy with him a little.


Mon Jun 18, 2007 9:01 am
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