Clackdor Posted October 19, 2011 Share Posted October 19, 2011 I'm taking a look at this function: TerrainHeightDescription Retrieves the relative terrain height at the specified grid point. This is a value between 0 and 1. Syntax C: flt TerrainHeight( TEntity terrain, int x, int y ) What do I multiply this relative terrain value by to get the appropriate y coordinate for my PositionEntity() function. For the moment I am simply setting my y value high enough that no matter where on the terrain I place my character, she falls to the ground and I can start from there. This isn't an acceptable method for dynamically placing entities in a finished product. Another question. Are the x and y grid coordinate arguments identical to the x and z global position that is returned by EntityPosition(); or is there a conversion? Thanks. Quote Link to comment Share on other sites More sharing options...
Canardia Posted October 19, 2011 Share Posted October 19, 2011 You need to convert the terrain x,z to entity x,z coordinates. It's something like entity.x=(terrain.x / terrainsize) - (terrainsize / 2) * terrainscale. That's just a quick guess, I have the exact formula somewhere in my game code. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Kronos Posted October 21, 2011 Share Posted October 21, 2011 Don't you just want to use TerrainElevation or am I not understanding. This will give you the terrain height at ANY point on the terrain. Quote intel i5 2500k, ram 16gb, nvidia Geforce GTX570, asus xonar sound card. Windows 7 64 bit Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.