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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