I have been developing a contemporary map which is mostly parking lots and curbsides and the landscaping been getting tedious. I have considered using the "generate foliage" button, but the results have so far been disappointing. So is there anyone here who understands this brush? If so I would like to ask:
1. How do I remove randomly generated foliage?
2. How do I switch to a different doodad set for generated foliage?
3. Is there a way to alter the doodad sets?
4. Is generate foliage a a temperamental button I should never push?
What is said here also comes into play somewhat. I used to think generate foliage caused worse performance, but apparently it doesn't - still, it's, like you mentioned, temperamental and you should keep your hands of it if you don't know how to use it.
Blizzard has a couple of rules as to where they don't apply foliage (on melee maps).
Concrete textures, ramps, mineral lines, geysirs, around the starting position, others maybe(?)
there we go, data>terrain textures>doodads +>model now that i think about it, perhaps if i created a custom model, i could make a litter set for a convenience store that got hit by a hurricane.
1. 144 x 144 map and foliage is allowed on whole map, density 2.00 - "530 Foliage items have been generated"
2. 112 x 176 map and foliage is allowed on whole map, density 2.00 - "3032 Foliage items have been generated"
I think main reason for difference is amount of cliffs used. Map 2 has much more open space than map 1.
I have a feeling that I'm beginning to understand foliage tool.
I give few tips to test:
1. Paint whole map with one texture (255 value) and allow foliage at whole map.
2. Create foliage and try what happens
3. Paint some areas with other texture (130 value) and create foliage and try what happens
4. Paint some areas with same texture (120 value) and create foliage and try what happens
After this I have a feeling that "strongest" value defines what kind of foliage is created on that area. 130 is more than half off 255 so in that case it defines what kind of foliage is created on that area. There should be different kind of foliage at 120 value areas.
Some textures don't allow foliage at all. Concrete allows less foliage than grass for example.
I also have a feeling that its better to use Data - Generate terrain foliage instead of same button at Foliage brush (bug maybe)
I have been developing a contemporary map which is mostly parking lots and curbsides and the landscaping been getting tedious. I have considered using the "generate foliage" button, but the results have so far been disappointing. So is there anyone here who understands this brush? If so I would like to ask: 1. How do I remove randomly generated foliage? 2. How do I switch to a different doodad set for generated foliage? 3. Is there a way to alter the doodad sets? 4. Is generate foliage a a temperamental button I should never push?
Blizzard actually explains this very well.
What is said here also comes into play somewhat. I used to think generate foliage caused worse performance, but apparently it doesn't - still, it's, like you mentioned, temperamental and you should keep your hands of it if you don't know how to use it.
Ok, I figured out number 1 myself, and according to Blizzard, the button can be helpful. I'll post how if I figure out #2 or 3. Thanks!
Blizzard has a couple of rules as to where they don't apply foliage (on melee maps). Concrete textures, ramps, mineral lines, geysirs, around the starting position, others maybe(?)
there we go, data>terrain textures>doodads +>model now that i think about it, perhaps if i created a custom model, i could make a litter set for a convenience store that got hit by a hurricane.
I did some testing for two maps.
1. 144 x 144 map and foliage is allowed on whole map, density 2.00 - "530 Foliage items have been generated"
2. 112 x 176 map and foliage is allowed on whole map, density 2.00 - "3032 Foliage items have been generated"
I think main reason for difference is amount of cliffs used. Map 2 has much more open space than map 1.
I have a feeling that I'm beginning to understand foliage tool.
I give few tips to test:
1. Paint whole map with one texture (255 value) and allow foliage at whole map.
2. Create foliage and try what happens
3. Paint some areas with other texture (130 value) and create foliage and try what happens
4. Paint some areas with same texture (120 value) and create foliage and try what happens
After this I have a feeling that "strongest" value defines what kind of foliage is created on that area. 130 is more than half off 255 so in that case it defines what kind of foliage is created on that area. There should be different kind of foliage at 120 value areas.
Some textures don't allow foliage at all. Concrete allows less foliage than grass for example.
I also have a feeling that its better to use Data - Generate terrain foliage instead of same button at Foliage brush (bug maybe)
Can you do some testing, please.