the_grosser

  • Mitglied seit 16. Juni 2017
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  • moin hast du noch das areafill mit den luas und allem was dazugehört?

    • Moinsen,


      hier die benötigten Luas:


      -- Author:Vortaz

      -- Name:AreaFill

      -- Description:

      -- Icon:

      -- Hide: no




      local fDistance = 7

      local fInnerDistance = 6.9

      local bRotate = true




      function CalcT ( i_afA, i_afB, i_afQ )


      local p_afQ = { }

      local p_afA = { }

      local p_afB = { }


      p_afQ.m_fX = i_afQ.m_fX

      p_afQ.m_fY = i_afQ.m_fY

      p_afQ.m_fZ = i_afQ.m_fZ


      p_afA.m_fX = i_afA.m_fX

      p_afA.m_fY = i_afA.m_fY

      p_afA.m_fZ = i_afA.m_fZ


      p_afB.m_fX = i_afB.m_fX

      p_afB.m_fY = i_afB.m_fY

      p_afB.m_fZ = i_afB.m_fZ


      local retval = -1


      if ( p_afQ.m_fZ == p_afA.m_fZ ) and ( p_afQ.m_fZ == p_afB.m_fZ ) then


      if ( ( p_afA.m_fX <= p_afQ.m_fX ) and ( p_afQ.m_fX <= p_afB.m_fX ) ) or ( ( p_afB.m_fX <= p_afQ.m_fX ) and ( p_afQ.m_fX <= p_afA.m_fX ) ) then


      retval = 0


      else


      retval = 1


      end


      elseif p_afQ.m_fZ == p_afA.m_fZ and p_afQ.m_fX == p_afA.m_fX then


      retval = 0


      else


      if p_afA.m_fZ > p_afB.m_fZ then


      p_afTemp = {}

      p_afTemp.m_fX = p_afA.m_fX

      p_afTemp.m_fY = p_afA.m_fY

      p_afTemp.m_fZ = p_afA.m_fZ



      p_afA.m_fX = p_afB.m_fX

      p_afA.m_fY = p_afB.m_fY

      p_afA.m_fZ = p_afB.m_fZ


      p_afB.m_fX = p_afTemp.m_fX

      p_afB.m_fY = p_afTemp.m_fY

      p_afB.m_fZ = p_afTemp.m_fZ


      end


      if p_afQ.m_fZ <= p_afA.m_fZ or p_afQ.m_fZ >= p_afB.m_fZ then


      retval = 1


      else


      local p_fDelta = ( p_afA.m_fX - p_afQ.m_fX ) * ( p_afB.m_fZ - p_afQ.m_fZ ) - ( p_afA.m_fZ - p_afQ.m_fZ ) * ( p_afB.m_fX - p_afQ.m_fX )


      if p_fDelta > 0 then


      retval = -1


      elseif p_fDelta < 0 then


      retval = 1


      else


      retval = 0


      end

      end

      end


      return retval


      end


      function PointInsideArea (i_afCorners, i_afPoint )


      local p_nNumElem = table.getn( i_afCorners )

      local p_nInsideArea = false

      local t=-1


      for i=0, p_nNumElem - 1, 1 do


      t = t * CalcT ( i_afCorners[i], i_afCorners[i+1], i_afPoint )


      if t==0 then


      break


      end


      end


      if t == 1 then


      p_nInsideArea = true


      elseif t == -1 then


      p_nInsideArea = false


      end


      return p_nInsideArea


      end



      function CreateJitter ( i_fDistance )


      local p_fJitter = ( math.random() * i_fDistance ) - ( i_fDistance / 2.0 )


      return p_fJitter


      end


      function CreateRotation ( )


      local p_fRot = math.random( )

      p_fRot = p_fRot * 6.2831853

      return p_fRot


      end




      function GetDistance ( i_afPointA, i_afPointB )


      return math.sqrt ( math.pow ( i_afPointB.m_fX - i_afPointA.m_fX, 2 ) + math.pow ( i_afPointB.m_fZ - i_afPointA.m_fZ, 2 ) )


      end








      local nNode = getSelection( 0 )

      local nSrcGrp = getChild ( nNode, "SourceObjects" )

      local nAreaGrp = getChild ( nNode, "Area" )

      local nDstGrp = getChild ( nNode, "PlacedObjects")



      local nOK = true


      if nNode == 0 and nNode == nil then


      print ( "No selection! Please select a node!" )

      nOK = false


      end


      if nSrcGrp == 0 and nSrcGrp == nil then


      print ( "Group with source objects not found. Check your selection and child nodes." )

      nOK = false


      end


      if nAreaGrp == 0 and nAreaGrp == nil then


      print ( "Area Markers not found. Check your selection and child nodes." )

      nOK = false


      elseif getNumOfChildren( nAreaGrp ) < 3 then


      print ( "You need at least 3 konvex points in TGroup Area. Order them clockwise!")


      end


      if nDstGrp == 0 and nDstGrp == nil then


      print ( "Destination node not found. Check your selection and child nodes." )

      nOK = false


      end


      if getNumOfChildren( nSrcGrp ) == 0 then


      print ( "Well... How about at least 1 object to place? Hard to put air in..." )

      nOK = false


      end




      if nOK then



      local p_aaPts = {}


      -- Number of points

      local p_anPts = getNumOfChildren( nAreaGrp )


      if p_anPts > 2 then


      p_aPts = {}


      local p_fXMin = 1000000

      local p_fXMax = -1000000

      local p_fZMin = 1000000

      local p_fZMax = -1000000


      for i = 0, p_anPts - 1, 1 do



      local p_nNode = getChildAt( nAreaGrp, i )


      local p_fX, p_fY, p_fZ = getTranslation(p_nNode)


      p_aPts[ i ] = {}

      p_aPts[ i ].m_fX = p_fX

      p_aPts[ i ].m_fY = p_fY

      p_aPts[ i ].m_fZ = p_fZ


      if p_fX > p_fXMax then p_fXMax = p_fX end

      if p_fZ > p_fZMax then p_fZMax = p_fZ end


      if p_fX < p_fXMin then p_fXMin = p_fX end

      if p_fZ < p_fZMin then p_fZMin = p_fZ end



      end


      p_aPts[ p_anPts ] = {}

      p_aPts[ p_anPts ].m_fX = p_aPts[ 0 ].m_fX

      p_aPts[ p_anPts ].m_fY = p_aPts[ 0 ].m_fY

      p_aPts[ p_anPts ].m_fZ = p_aPts[ 0 ].m_fZ



      p_nGridSize = 0

      p_aGrid = {}

      for z = p_fZMin, p_fZMax, fDistance do


      for x = p_fXMin, p_fXMax, fDistance do


      local p_aTempPoint = {}

      p_aTempPoint.m_fX = x

      p_aTempPoint.m_fZ = z


      if PointInsideArea ( p_aPts, p_aTempPoint) then



      p_aGrid[ p_nGridSize ] = {}


      p_aGrid[ p_nGridSize ].m_fX = x


      p_aGrid[ p_nGridSize ].m_fY = 0


      p_aGrid[ p_nGridSize ].m_fZ = z


      p_nGridSize = p_nGridSize + 1


      end


      end


      end




      for i = 0, p_nGridSize -1 , 1 do


      local p_aTestPoint = {}


      local p_bDistOK = false


      p_bDistOK = true

      p_aTestPoint.m_fX = p_aGrid[ i ].m_fX + CreateJitter ( fInnerDistance )

      p_aTestPoint.m_fZ = p_aGrid[ i ].m_fZ + CreateJitter ( fInnerDistance )



      p_aGrid[ i ].m_fX = p_aTestPoint.m_fX

      p_aGrid[ i ].m_fZ = p_aTestPoint.m_fZ


      end



      for i = 0, p_nGridSize - 1 , 1 do


      local p_nRandomChild = math.random ( 0, getNumOfChildren( nSrcGrp ) - 1 )


      local p_nNewObject = clone( getChildAt ( nSrcGrp, p_nRandomChild ) , false, true )


      link( nDstGrp, p_nNewObject )


      setTranslation( p_nNewObject, p_aGrid[ i ].m_fX, p_aGrid[ i ].m_fY, p_aGrid[ i ].m_fZ );

      local rotX, rotY, rotZ = getRotation ( p_nNewObject )


      if bRotate then

      rotY = CreateRotation()

      end

      setRotation ( p_nNewObject, rotX, rotY, rotZ )


      end




      end


      end


      ---------------------------------------------------------------------------------------------------------------------------------------------------------------



      -- Author:Vortaz

      -- Name:AreaFillFrameDraw

      -- Description:

      -- Icon:

      -- Hide: no





      function toggleRenderAreaFillFrame_drawCallback()


      -- Set a color for the lines

      local r,g,b,a = 1,0,0,1;


      -- Node where the points are located. Called "Area".

      local areaNode = g_renderAreaFillDrawFrameDefinition


      -- Node of the terrain. Well... It's called "terrain"

      local terrain = getChild(getChildAt(getRootNode(), 0), "terrain")


      -- If terrain was found and area was found, proceed.

      if terrain ~= 0 and areaNode ~= nil then


      -- Number of points

      local p_nPts = getNumOfChildren( areaNode )


      if p_nPts >= 2 then


      local p_afPts = {}


      for i = 0, p_nPts - 1, 1 do



      local p_nNode = getChildAt( areaNode, i )

      local p_fX, p_fY, p_fZ = getWorldTranslation( p_nNode )



      p_afPts[ i ] = {}

      p_afPts[ i ].m_fX = p_fX

      p_afPts[ i ].m_fY = p_fY --getTerrainHeightAtWorldPos( terrain, p_fX , p_fY , p_fZ ) + 1

      p_afPts[ i ].m_fZ = p_fZ


      end -- for i = 0, p_afPts -1, 1 do


      p_afPts[ p_nPts ] = {}

      p_afPts[ p_nPts ].m_fX = p_afPts[ 0 ].m_fX

      p_afPts[ p_nPts ].m_fY = p_afPts[ 0 ].m_fY

      p_afPts[ p_nPts ].m_fZ = p_afPts[ 0 ].m_fZ


      local p_fDirX = p_afPts[ 1 ].m_fX - p_afPts[ 0 ].m_fX

      local p_fDirY = p_afPts[ 1 ].m_fY - p_afPts[ 0 ].m_fY

      local p_fDirZ = p_afPts[ 1 ].m_fZ - p_afPts[ 0 ].m_fZ


      drawDebugArrow( p_afPts[ 0 ].m_fX, p_afPts[ 0 ].m_fY, p_afPts[ 0 ].m_fZ, p_fDirX, p_fDirY, p_fDirZ , 0.5,0.5,0.5, 0,1,0)

      for i = 0, p_nPts - 1, 1 do



      --drawDebugLine( p_afPts[ i ].m_fX, p_afPts[ i ].m_fY, p_afPts[ i ].m_fZ, r, g, b, p_afPts[ i + 1 ].m_fX, p_afPts[ i + 1 ].m_fY, p_afPts[ i ].m_fZ, r, g, b )

      drawDebugLine( p_afPts[ i ].m_fX, p_afPts[ i ].m_fY, p_afPts[ i ].m_fZ, 1, 0, 0, p_afPts[ i+1 ].m_fX, p_afPts[ i+1 ].m_fY , p_afPts[ i+1 ].m_fZ, 0, 1, 0 )


      end -- for i = 0, p_afPts -1, 1 do


      end -- if p_afPts >= 2 then


      end -- if terrain ~= 0 and areaNode ~= nil then


      end


      if g_renderAreaFillFrameDrawCallback ~= nil then

      print ( "remove" )

      removeDrawListener(g_renderAreaFillFrameDrawCallback);

      g_renderAreaFillFrameDrawCallback = nil;

      g_renderAreaFillDrawFrameDefinition = nil

      else

      print ( "add" )

      local node = getSelection(0)

      print ( getName( node ) )

      if node == 0 or getName( node ) ~= "Area" then

      print("Error: Please select \"Area\" node!")

      return

      end

      g_renderAreaFillDrawFrameDefinition = node;

      g_renderAreaFillFrameDrawCallback = addDrawListener("toggleRenderAreaFillFrame_drawCallback");

      end


      greetings - the_grosser -

  • hey zusammen


    bin auf der such nach dem areafill script? hab gehört man kann mir weiter helfen?


    vielen dank im vorraus!

    • Moinsen,


      hier die benötigten Scripte:


      -- Author:Vortaz

      -- Name:AreaFill

      -- Description:

      -- Icon:

      -- Hide: no




      local fDistance = 7

      local fInnerDistance = 6.9

      local bRotate = true




      function CalcT ( i_afA, i_afB, i_afQ )


      local p_afQ = { }

      local p_afA = { }

      local p_afB = { }


      p_afQ.m_fX = i_afQ.m_fX

      p_afQ.m_fY = i_afQ.m_fY

      p_afQ.m_fZ = i_afQ.m_fZ


      p_afA.m_fX = i_afA.m_fX

      p_afA.m_fY = i_afA.m_fY

      p_afA.m_fZ = i_afA.m_fZ


      p_afB.m_fX = i_afB.m_fX

      p_afB.m_fY = i_afB.m_fY

      p_afB.m_fZ = i_afB.m_fZ


      local retval = -1


      if ( p_afQ.m_fZ == p_afA.m_fZ ) and ( p_afQ.m_fZ == p_afB.m_fZ ) then


      if ( ( p_afA.m_fX <= p_afQ.m_fX ) and ( p_afQ.m_fX <= p_afB.m_fX ) ) or ( ( p_afB.m_fX <= p_afQ.m_fX ) and ( p_afQ.m_fX <= p_afA.m_fX ) ) then


      retval = 0


      else


      retval = 1


      end


      elseif p_afQ.m_fZ == p_afA.m_fZ and p_afQ.m_fX == p_afA.m_fX then


      retval = 0


      else


      if p_afA.m_fZ > p_afB.m_fZ then


      p_afTemp = {}

      p_afTemp.m_fX = p_afA.m_fX

      p_afTemp.m_fY = p_afA.m_fY

      p_afTemp.m_fZ = p_afA.m_fZ



      p_afA.m_fX = p_afB.m_fX

      p_afA.m_fY = p_afB.m_fY

      p_afA.m_fZ = p_afB.m_fZ


      p_afB.m_fX = p_afTemp.m_fX

      p_afB.m_fY = p_afTemp.m_fY

      p_afB.m_fZ = p_afTemp.m_fZ


      end


      if p_afQ.m_fZ <= p_afA.m_fZ or p_afQ.m_fZ >= p_afB.m_fZ then


      retval = 1


      else


      local p_fDelta = ( p_afA.m_fX - p_afQ.m_fX ) * ( p_afB.m_fZ - p_afQ.m_fZ ) - ( p_afA.m_fZ - p_afQ.m_fZ ) * ( p_afB.m_fX - p_afQ.m_fX )


      if p_fDelta > 0 then


      retval = -1


      elseif p_fDelta < 0 then


      retval = 1


      else


      retval = 0


      end

      end

      end


      return retval


      end


      function PointInsideArea (i_afCorners, i_afPoint )


      local p_nNumElem = table.getn( i_afCorners )

      local p_nInsideArea = false

      local t=-1


      for i=0, p_nNumElem - 1, 1 do


      t = t * CalcT ( i_afCorners[i], i_afCorners[i+1], i_afPoint )


      if t==0 then


      break


      end


      end


      if t == 1 then


      p_nInsideArea = true


      elseif t == -1 then


      p_nInsideArea = false


      end


      return p_nInsideArea


      end



      function CreateJitter ( i_fDistance )


      local p_fJitter = ( math.random() * i_fDistance ) - ( i_fDistance / 2.0 )


      return p_fJitter


      end


      function CreateRotation ( )


      local p_fRot = math.random( )

      p_fRot = p_fRot * 6.2831853

      return p_fRot


      end




      function GetDistance ( i_afPointA, i_afPointB )


      return math.sqrt ( math.pow ( i_afPointB.m_fX - i_afPointA.m_fX, 2 ) + math.pow ( i_afPointB.m_fZ - i_afPointA.m_fZ, 2 ) )


      end








      local nNode = getSelection( 0 )

      local nSrcGrp = getChild ( nNode, "SourceObjects" )

      local nAreaGrp = getChild ( nNode, "Area" )

      local nDstGrp = getChild ( nNode, "PlacedObjects")



      local nOK = true


      if nNode == 0 and nNode == nil then


      print ( "No selection! Please select a node!" )

      nOK = false


      end


      if nSrcGrp == 0 and nSrcGrp == nil then


      print ( "Group with source objects not found. Check your selection and child nodes." )

      nOK = false


      end


      if nAreaGrp == 0 and nAreaGrp == nil then


      print ( "Area Markers not found. Check your selection and child nodes." )

      nOK = false


      elseif getNumOfChildren( nAreaGrp ) < 3 then


      print ( "You need at least 3 konvex points in TGroup Area. Order them clockwise!")


      end


      if nDstGrp == 0 and nDstGrp == nil then


      print ( "Destination node not found. Check your selection and child nodes." )

      nOK = false


      end


      if getNumOfChildren( nSrcGrp ) == 0 then


      print ( "Well... How about at least 1 object to place? Hard to put air in..." )

      nOK = false


      end




      if nOK then



      local p_aaPts = {}


      -- Number of points

      local p_anPts = getNumOfChildren( nAreaGrp )


      if p_anPts > 2 then


      p_aPts = {}


      local p_fXMin = 1000000

      local p_fXMax = -1000000

      local p_fZMin = 1000000

      local p_fZMax = -1000000


      for i = 0, p_anPts - 1, 1 do



      local p_nNode = getChildAt( nAreaGrp, i )


      local p_fX, p_fY, p_fZ = getTranslation(p_nNode)


      p_aPts[ i ] = {}

      p_aPts[ i ].m_fX = p_fX

      p_aPts[ i ].m_fY = p_fY

      p_aPts[ i ].m_fZ = p_fZ


      if p_fX > p_fXMax then p_fXMax = p_fX end

      if p_fZ > p_fZMax then p_fZMax = p_fZ end


      if p_fX < p_fXMin then p_fXMin = p_fX end

      if p_fZ < p_fZMin then p_fZMin = p_fZ end



      end


      p_aPts[ p_anPts ] = {}

      p_aPts[ p_anPts ].m_fX = p_aPts[ 0 ].m_fX

      p_aPts[ p_anPts ].m_fY = p_aPts[ 0 ].m_fY

      p_aPts[ p_anPts ].m_fZ = p_aPts[ 0 ].m_fZ



      p_nGridSize = 0

      p_aGrid = {}

      for z = p_fZMin, p_fZMax, fDistance do


      for x = p_fXMin, p_fXMax, fDistance do


      local p_aTempPoint = {}

      p_aTempPoint.m_fX = x

      p_aTempPoint.m_fZ = z


      if PointInsideArea ( p_aPts, p_aTempPoint) then



      p_aGrid[ p_nGridSize ] = {}


      p_aGrid[ p_nGridSize ].m_fX = x


      p_aGrid[ p_nGridSize ].m_fY = 0


      p_aGrid[ p_nGridSize ].m_fZ = z


      p_nGridSize = p_nGridSize + 1


      end


      end


      end




      for i = 0, p_nGridSize -1 , 1 do


      local p_aTestPoint = {}


      local p_bDistOK = false


      p_bDistOK = true

      p_aTestPoint.m_fX = p_aGrid[ i ].m_fX + CreateJitter ( fInnerDistance )

      p_aTestPoint.m_fZ = p_aGrid[ i ].m_fZ + CreateJitter ( fInnerDistance )



      p_aGrid[ i ].m_fX = p_aTestPoint.m_fX

      p_aGrid[ i ].m_fZ = p_aTestPoint.m_fZ


      end



      for i = 0, p_nGridSize - 1 , 1 do


      local p_nRandomChild = math.random ( 0, getNumOfChildren( nSrcGrp ) - 1 )


      local p_nNewObject = clone( getChildAt ( nSrcGrp, p_nRandomChild ) , false, true )


      link( nDstGrp, p_nNewObject )


      setTranslation( p_nNewObject, p_aGrid[ i ].m_fX, p_aGrid[ i ].m_fY, p_aGrid[ i ].m_fZ );

      local rotX, rotY, rotZ = getRotation ( p_nNewObject )


      if bRotate then

      rotY = CreateRotation()

      end

      setRotation ( p_nNewObject, rotX, rotY, rotZ )


      end




      end


      end


      ---------------------------------------------------------------------------------------------------------------------------------------------------------------


      -- Author:Vortaz

      -- Name:AreaFillFrameDraw

      -- Description:

      -- Icon:

      -- Hide: no





      function toggleRenderAreaFillFrame_drawCallback()


      -- Set a color for the lines

      local r,g,b,a = 1,0,0,1;


      -- Node where the points are located. Called "Area".

      local areaNode = g_renderAreaFillDrawFrameDefinition


      -- Node of the terrain. Well... It's called "terrain"

      local terrain = getChild(getChildAt(getRootNode(), 0), "terrain")


      -- If terrain was found and area was found, proceed.

      if terrain ~= 0 and areaNode ~= nil then


      -- Number of points

      local p_nPts = getNumOfChildren( areaNode )


      if p_nPts >= 2 then


      local p_afPts = {}


      for i = 0, p_nPts - 1, 1 do



      local p_nNode = getChildAt( areaNode, i )

      local p_fX, p_fY, p_fZ = getWorldTranslation( p_nNode )



      p_afPts[ i ] = {}

      p_afPts[ i ].m_fX = p_fX

      p_afPts[ i ].m_fY = p_fY --getTerrainHeightAtWorldPos( terrain, p_fX , p_fY , p_fZ ) + 1

      p_afPts[ i ].m_fZ = p_fZ


      end -- for i = 0, p_afPts -1, 1 do


      p_afPts[ p_nPts ] = {}

      p_afPts[ p_nPts ].m_fX = p_afPts[ 0 ].m_fX

      p_afPts[ p_nPts ].m_fY = p_afPts[ 0 ].m_fY

      p_afPts[ p_nPts ].m_fZ = p_afPts[ 0 ].m_fZ


      local p_fDirX = p_afPts[ 1 ].m_fX - p_afPts[ 0 ].m_fX

      local p_fDirY = p_afPts[ 1 ].m_fY - p_afPts[ 0 ].m_fY

      local p_fDirZ = p_afPts[ 1 ].m_fZ - p_afPts[ 0 ].m_fZ


      drawDebugArrow( p_afPts[ 0 ].m_fX, p_afPts[ 0 ].m_fY, p_afPts[ 0 ].m_fZ, p_fDirX, p_fDirY, p_fDirZ , 0.5,0.5,0.5, 0,1,0)

      for i = 0, p_nPts - 1, 1 do



      --drawDebugLine( p_afPts[ i ].m_fX, p_afPts[ i ].m_fY, p_afPts[ i ].m_fZ, r, g, b, p_afPts[ i + 1 ].m_fX, p_afPts[ i + 1 ].m_fY, p_afPts[ i ].m_fZ, r, g, b )

      drawDebugLine( p_afPts[ i ].m_fX, p_afPts[ i ].m_fY, p_afPts[ i ].m_fZ, 1, 0, 0, p_afPts[ i+1 ].m_fX, p_afPts[ i+1 ].m_fY , p_afPts[ i+1 ].m_fZ, 0, 1, 0 )


      end -- for i = 0, p_afPts -1, 1 do


      end -- if p_afPts >= 2 then


      end -- if terrain ~= 0 and areaNode ~= nil then


      end


      if g_renderAreaFillFrameDrawCallback ~= nil then

      print ( "remove" )

      removeDrawListener(g_renderAreaFillFrameDrawCallback);

      g_renderAreaFillFrameDrawCallback = nil;

      g_renderAreaFillDrawFrameDefinition = nil

      else

      print ( "add" )

      local node = getSelection(0)

      print ( getName( node ) )

      if node == 0 or getName( node ) ~= "Area" then

      print("Error: Please select \"Area\" node!")

      return

      end

      g_renderAreaFillDrawFrameDefinition = node;

      g_renderAreaFillFrameDrawCallback = addDrawListener("toggleRenderAreaFillFrame_drawCallback");

      end


      greetings - the_grosser -

  • die scripte haste noch da ?

  • hast du auch die tg dafür für den ge

  • was macht man mit den script?

    • Moinsen, mit dem Script ist es u.a. möglich sehr schnell und auch sehr realistisch Bäume und Büsche zu setzen.
      Es gehören aber zwei Scripte zusammen: AreaFillDrawFrame.lua und AeraFill.lua. Wie ich bereits in meinem ersten Post geschrieben hatte ist leider die einzige Downlloadseite auf der es auch eine ausführliche Erklärung gab down.
      greetings - the_grosser -

    • das gibt es doch bestimmt noch wo anders

  • Leider hab ich das Script auch nicht mehr. Eventuell bekommst Du das Über den Autor des Scripts: https://twitter.com/vortazgaming

  • HI,


    suche das areaFill script.
    schein nirgenswo mehr zu geben.
    könntest du mir da weiterhelfen?


    mfg

  • Bisher zum Glück nicht. Die Log ist komplett sauber. Selbst mit etwa 40 Mods im Ordner.

  • hauptsache sind keine fehler in der um bau map drin
    habe mir die orginal map auch die tage etwas umgebaut



    https://www.pic-upload.de/view-33421590/123.png.html

    • Bisher zum Glück nicht. Die Log ist komplett sauber. Selbst mit etwa 40 Mods im Ordner. Unter dem Link sehe ich leider nur eine schwarze Seite.

    • beim bauen sollte man keine mods drin haben nur die map zum testen
      bild ist zu sehen wen man auf den link klickt

    • Hab die Mods auch nur zum testen reingepackt. Unter dem Link bekomme ich immer noch nichts. Liegt wahrscheinlich an den Einstellungen auf meinem Rechner.