diff --git a/src/rooms/frontYard.ts b/src/rooms/frontYard.ts index 3aebb31..ce0adfd 100644 --- a/src/rooms/frontYard.ts +++ b/src/rooms/frontYard.ts @@ -5,7 +5,7 @@ import { createPlaneMesh } from 'arx-level-generator/prefabs/mesh' import { Sound } from 'arx-level-generator/scripting/classes' import { ControlZone, Interactivity, Scale } from 'arx-level-generator/scripting/properties' import { createLight, createZone } from 'arx-level-generator/tools' -import { makeBumpy, scaleUV, transformEdge, translateUV } from 'arx-level-generator/tools/mesh' +import { scaleUV, translateUV } from 'arx-level-generator/tools/mesh' import { applyTransformations } from 'arx-level-generator/utils' import { pickWeightedRandoms, randomBetween } from 'arx-level-generator/utils/random' import { MathUtils, Vector2 } from 'three' @@ -169,23 +169,11 @@ export const createFrontYard = async ( // beyond the fence const cityOffsetY = -10 - const cityOffsetZ = -1700 + const cityOffsetZ = -2200 const cityWidth = 3800 - const cityHeight = 500 + const cityHeight = 400 const cityDepth = 600 - const hills = createPlaneMesh({ - size: new Vector2(cityWidth, cityDepth), - texture: new Texture({ filename: 'l2_troll_[sand]_ground04.jpg' }), - }) - hills.rotateX(MathUtils.degToRad(-8)) - applyTransformations(hills) - hills.translateY(cityOffsetY) - hills.translateZ(cityOffsetZ) - transformEdge(new Vector3(0, 50, 0), hills) - makeBumpy(20, 60, true, hills.geometry) - scaleUV(new Vector2(5, 5), hills.geometry) - const city = createPlaneMesh({ size: new Vector2(cityWidth, cityHeight), texture: Material.fromTexture( @@ -288,7 +276,16 @@ export const createFrontYard = async ( }) return { - meshes: [...wallLight1.meshes, ...wallLight2.meshes, fenceRight, fenceGate, fenceLeft, hills, city, houseNumber], + meshes: [ + ...wallLight1.meshes, + ...wallLight2.meshes, + fenceRight, + fenceGate, + fenceLeft, + /* hills,*/ + city, + houseNumber, + ], entities: [ game1, fern,