William, thanx a lot for finding that, i couldn't figure out what was wrong.. i wonder why it worked in the previous version and not in the new one?

About the trees, they sway based in this variable "plantwavespeed", found in shader_defs.wdl. The actual swaying is done in the vertex shader.

to change the tree placement you must make a new bitmap. then find this function: Set_Bitmaps_Level_2()

This is a function that can be called at the start of the level, for each level you need a new function; all it does is set up the bitmaps that Sphere needs for the level...

make a new funciton like for every level, and set in the main script to call whichever function corrsponds to you current level. You will needs ot make new bitmaps and assisng them in these functions.

The way it works is the scripts use a number of bitmap pointers, what you do in this function is assing given bitmaps to the pointers.

function Set_Bitmaps_Level_2()
{
//vegetation and rock maps
grass_mask=grass_mask_1; //for grass
tree_map=plant_map_1; //for trees
rock_map=rock_map_1; //for rocks

//these are are for terrain
tNorm_1=terrain_bmp_1; //beach
tNorm_2=terrain_bmp_2; //grass1
tNorm_3=terrain_bmp_3; //grass2
tNorm_4=terrain_bmp_4; //rock
terrain_blend=blend_1; //red/green splat blender
splat_tex_1=rock_parallax; //splat1 color
splat_tex_1_nm=rock_parallax_nm;//splat1 normal
splat_tex_2=pathtex; //splat2 color
splat_tex_2_nm=pathnorm; //splat2 normal

//sky textures
skydometex=skydome_1;
cloud_norm=clouds_1;
}


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