J. Holden wrote:
> I don't know if we've gone final with everything yet, but if we haven't,
> would
> it be possible for somebody here to:
> * double-check to see if the "mushroom" water-towers still exist under the
> town
> definition in materials.xml; and, if so,
> * remove them.
>
> As we'll have a lot more areas defined as "town" in the upcoming scenery
> build,
> and there are far too many water towers per square
> land-area-measurement-category) in FG as it is, and it looks tacky. After the
> release, I'll try and look at improving the randomly generated scenery.
It's been a long time since I (re-)wrote the random object code for OSG, but my
recollection is that we use the same random number seed when generating
random model placements, to ensure that a building is in the same place on
every computer.
I suspect that part of the problem with the water-tower may be an artifact of
the
random number generator, though having one every 300,000 m^2 was also a bit
much!
However, I've never investigated sufficiently to determine if that
is the case.
-Stuart
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