Sandbox 2 Manual
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Vegetation

Vegetation

 

Properties


Add Vegetation Object

In the object browser you can choose any object to be placed as vegetation object (objects in natural folder are appropriate) 


Duplicate

Allows you to clone the currently selected object 

Replace

Exchanges the currently selected object with the one you are going to select in the object browser. 

If you have a category selected the name of the category can be changed. 


Remove

Removes a vegetation group 

Hide

Hides a vegetation group 

Unhide

Unhides a vegetation group 

Hide All

Hides a all vegetation groups 

Unhide All

Unhides all vegetation groups 


Distribute

This function can be used to automatically distribute vegetation objects accross the entire level. Use a higher density than 10 and slope and altitude values that fit the type of distribution you want. E.g. For Palm Trees use an altitude from 5 to 20 meters higher than the current water level… 

Clean

Clears all vegetation data of the currently selected vegetation group 

Scale

Allows you scale all objects by a factor at once in the selected vegetation group. (0.5 makes them half as big and 2 twice as big…) 

Change Category

Allows you move the selected vegetation group to another one. 

Instances to Category

Move the selected vegetation object (in the perspective view) to another vegetation group. 

Merge

Allows you move the selected vegetation group to another one. 

Import

Imports vegetation settings and placement data from a previously saved .veg file. 

Export

Exports all vegetation settings and placement on the map data as a backup so it can be imported later. 


In the Group Properties Box you have several properties: 

Size

Changes the size of newly placed vegetation objects

SizeVar

Changes the size variation +/- of newly placed vegetation objects 


RandomRotation

Randomly roatetes objects while painting new vegetation objects.

AlignToTerrain

Sticks the vegetation object to the ground, so on cliffs they can actually point away from the surface instead of growing straight up. 

UseTerrainColor

Makes the individual object receive the color of the underlying terrain so that it matches better. 

Bending

The Bending value controls the procedural bending deformation of the vegetation objects. It ranges from 0 to 1, 0 meaning no bending effect and 1 meaning the maximum effect. Try 0.8 to get a nice bending effect. This value works globally, for all vegetation objects of this type. 


Hideable

Can be set to hideable so that AI used it as hard cover, or to secondary so that AI used it as soft cover. 

GrowOnVoxels

Make the objects placeable on voxels 

Pickable

Allows the player to pickup the object

AIRadius

Used to tell the AI how wide the object is 

Brightness

Changes the brightness of the vegetation group 

Density

Adjusts the density, e.g. how close individual objects are near each other while painting new vegetation objects. 

ElevationMin

Limits the minimum height at which you can paint vegetation objects. 

ElevationMax

Limits the maximum height at which you can paint vegetation objects. 

SlopeMin

255 equals 90 deg. With a higher than 0 slope value specified you can no longer place objects at flat grounds. 

SlopeMax

255 equals 90 deg. With a lower than 255 slope max value specified you can no longer place objects on very step areas. 

CastShadow

Turns on the shadow casting for all the objects in the selected group. 

RecvShadow

Turns on the effect that objects can receive shadows. 

AlphaBlend

Turns that alpha blending for textures with alpha channel. 

SpriteDistRatio

Adjusts the distance when the sprite rendering should be enabled. 

MaxViewDistRatio

Adjusts the maximum view distance per vegetation group 

Material > UseSprites

Turns on / off the use of sprite rendering in the distance. 

MinSpec

Makes the group only be rendered at the specified system spec. 

Layer_Frozen

Turns on the frozen layer material settings 

Layer_Wet

Turns on the wet layer material settings 

Use_OnTerrain_Layers

Sets up the vegetation group to be procedurally distributed across the level on the selected surface type with the specified density, slope and altitude parameters. 

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