david.broto Posted January 7, 2012 Share Posted January 7, 2012 Hi! I was searching through the API and testing the WorldClutter class when I wondered, could I generate objects with clutter and then modify cluttered objects individually in any way? Some example would be to generate a forest and then go to woodchop some trees. I could use an axe and in collision event change the mesh (i don't even know if I can do this with those NodeReference) but if i want that tree to grow with time I don't see the clutter class to be able to do this. Thanks for your help! Link to comment
frustum Posted January 8, 2012 Share Posted January 8, 2012 WorldClutter and WorldCluster haven't node level access functions because their nodes are generated dynamically around the player. So you can't have access to this nodes. But there are several ways to get this dynamic nodes at run-time: contact callbacks from axe, intersection tests... Once you get a node you can substitute them. You should do that carefully because cutter or cluster can delete, move or disable their nodes when the player position have changed. Link to comment
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