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P3D v3 Mix 2 veg classes with one line statement in scenPROC?

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I didn't see anything regarding this in the forums so I thought I would throw this out there....

Can I assign two different vegetation classes to one poly type? I know I can create two statements one for each veg type and it will work but that would double the amount of veg. I was seeking when combining more of a 50/50 of the two veg types.

If so, how would the scenPROC statement
look?

If so, can this be done in scenPROC v1? scenPROV v2?

Thx,

Clutch
 

arno

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Hi,

For now you need two lines and check the random value. So FRAND>0.5 on one and FRAND<0.5 on the other. Then you won't double the polygons.

I'm working on a feature change where you can specify multiple guids and it will randomly pick one of them. But I think that will only make it in the version 3.0 release.
 

Kelvin Richardson

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Hi Arno,

It's been a while, hope your doing well!

How far off do you think multiple guids is? I'm very interested in rebuilding my scenery with more variation.

Also, I have one query, which can be followed by some more info if required.

I have some issues with some scenery that causes tiles of vegetation to be dusted white, almost as if in the build, trees with snow are created but I don't know what could cause this, do you have any ideas?
 

arno

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Hi,

I need to check my code. I thought I had implemented it already, but I can remember in which build it is.

Sent from my SM-G800F using Tapatalk
 

arno

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Could the second issue be related to how seasons are setup in the sim?
 

arno

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You can specify multiple guids in the development release and each polygon will get a random guid from the list. But per polygon you only have one type.
 

Kelvin Richardson

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Could the second issue be related to how seasons are setup in the sim?
I'm still trying to work it out as only some tiles are snow covered and others not...i'll do some more checking and check back if I need further help.
 

Kelvin Richardson

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You can specify multiple guids in the development release and each polygon will get a random guid from the list. But per polygon you only have one type.
This sounds excellent, a long awaited feature.

Can you explain what you mean by only having one type per polygon?
 
Last edited:

arno

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The original question in the first post was to have multiple types within one polygon. That's not supported, each polygon randomly gets a guid from the list.

If you want more variation you maybe first need to scatter points and then use random types on these points.
 
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