PlantableFieldRenderSpecDict: Difference between revisions

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update isContinuous and doesCutCorners
 
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placeholder - allows # per tile, offset, and continuity for assets of Plantable Fields
This entry in [[ModRender|'''render.json''']] allows # per tile, offset, and continuity for 3D assets of Plantable Fields.<br>
See WheatFarm (StructureID=1) and VegetableFarm (StructureID=2).


placeholder - explanation of TreeField footprint shown relative to floor_buildings.png file (TBD? currently using tiles in the x=29 to 31 and y=0 to 4)<br>
Example entry in render.json<br>
Example entry in render.json<br>
<pre>
{
{
   "plantableFieldRenderSpecDict": {
   "plantableFieldRenderSpecDict": {
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     "201": {  // mod plantableField ID
     "201": {  // mod plantableField ID
       "numPerTile": {
       "numPerTile": {
         "x": 3,
         "x": 3, // number of 3D assets inY X direction per tile
         "y": 3
         "y": 3 // number of 3D assets in  direction per tile
       },
       },
       "isContinuous": true,
       "isContinuous": true,   // distribute 3D assets to be equidistant within a tile if there is a neighbouring tile
       "doesCutCorners": true,
       "doesCutCorners": true, // removes the 3D asset in corners
       "offsetRange": {
       "offsetRange": {
         "x": 0.02,
         "x": 0.02, // maximum randomized X offset of 3D assets in X direction
         "y": 0.02
         "y": 0.02   // maximum randomized Y offset of 3D assets in X direction
       }
       }
     }
     }
   }
   }
}
}
</pre>

Latest revision as of 14:45, 14 June 2023

This entry in render.json allows # per tile, offset, and continuity for 3D assets of Plantable Fields.
See WheatFarm (StructureID=1) and VegetableFarm (StructureID=2).

Example entry in render.json

{
  "plantableFieldRenderSpecDict": {

    "201": {   // mod plantableField ID
      "numPerTile": {
        "x": 3, // number of 3D assets inY X direction per tile
        "y": 3  // number of 3D assets in  direction per tile
      },
      "isContinuous": true,   // distribute 3D assets to be equidistant within a tile if there is a neighbouring tile 
      "doesCutCorners": true, // removes the 3D asset in corners
      "offsetRange": {
        "x": 0.02,  // maximum randomized X offset of 3D assets in X direction
        "y": 0.02   // maximum randomized Y offset of 3D assets in X direction
      }
    }
  }
}