So, here is a problem I am having and am in hopes someone has an answer :)
Suppose my terrain is "Y" shaped, and I want gems to populate it using the code below.
Now, the code puts gems wonderfully across the "Y" shape, but it ALSO puts
gems in the "empty" parts of the "Y". How do I keep it from creating floating gems in the empty part of the "Y" shape, and ONLY putting gems on the "Y" mesh itself using the code above?
Suppose my terrain is "Y" shaped, and I want gems to populate it using the code below.
gem = CreateSprite() SpriteViewMode gem,4 gemt=LoadTexture("gem.tga",2) ScaleSprite gem,5,2.25 EntityTexture gem, gemt EntityFX gem,4 HideEntity gem EntityPickMode terrain,2 For gem_loop = 1 To 4000 ccx# = Rand(-110,500) ccz# = Rand(-110,390) cccopy = CopyEntity( gem ) LinePick ccx, 20, ccz, 0,-9000,0 PositionEntity cccopy, ccx,PickedY()+1.5, ccz Next EntityPickMode terrain,0
Now, the code puts gems wonderfully across the "Y" shape, but it ALSO puts
gems in the "empty" parts of the "Y". How do I keep it from creating floating gems in the empty part of the "Y" shape, and ONLY putting gems on the "Y" mesh itself using the code above?