Is there any way to remove the limit on how much grass you can use in a grid?
Remove Grass Limit?
#1
Posté 27 octobre 2014 - 11:28
#2
Posté 28 octobre 2014 - 02:42
Short answer: No.
Long answer: It's almost certainly hard-coded - which isn't all that long an answer, now that I think about it. Unless you include the bit where I wrote that it isn't all that long an answer. In which case, it is. But not nearly as long an answer as I once gave to a question many years ago. I remember that one well. It was the best of times, it was the worst of times...
#3
Posté 28 octobre 2014 - 05:49
To get more grass painted down while staying under the limit, try to decrease your opacity/pressure to about 10%, and try to only have one or two different kinds of grass in the same tile. If you really have a big area to fill with grass, try breaking it up into smaller patches, with a less verdant texture in the gaps without grass. Use taller grass for the middle of the patch, and then shorter grass around the edges. Try to use placeables and speedtrees for foliage as well, to take up space that would otherwise be filled with grass, and to add some variety.
#4
Posté 28 octobre 2014 - 04:52
I often do a thin first pass with the short grass, then lay down the longer grass in patches where I want to thicken it up a bit. (Thicker clumps are good places to insert weeds or flowers for further density.) I then add in the short grass around the thicker patches to blend the transition. Painting down some green spots can add to the effect. The mix of types reduces the drain on specific grasses. If I run out of available grass, I go back and do a selective erase to free up some.
There's apparently no limit on the number of grass types you can use, so, if you just want all short grass, a partial work-around could be to add in long grass with the short grass, but scale the long grass down to match the height.
What I wonder about is if somebody can add more grass types to the available assortment as a mod, but just make them repeat the same grass textures? Would that allow you to keep adding grass indefinitely?
#5
Posté 28 octobre 2014 - 07:37
Using RJShae's techniques you should not require much grass. Use colour under you clumps of grass and grey scale the dips in the landscape. Use grass to highlight items such a fence posts and barrels.
In my opinion, less is more when if comes to grass.
PJ
#6
Posté 31 octobre 2014 - 03:09
Interior grass...

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#7
Posté 31 octobre 2014 - 03:33
Judging by how upright the blades are, I'm guessing they're not swaying like regular grass. A placeable that uses a grass texture perhaps?
#8
Posté 31 octobre 2014 - 03:49
Judging by how upright the blades are, I'm guessing they're not swaying like regular grass. A placeable that uses a grass texture perhaps?
Close. Visual effect using a placeable with a grass texture. No they're not swaying, but then it's indoors. ![]()
Q. Is there a way to make the model component of the visual effect non-selectable? It's interfering with placeable selection.
#9
Posté 31 octobre 2014 - 04:45
Close. Visual effect using a placeable with a grass texture. No they're not swaying, but then it's indoors.
Q. Is there a way to make the model component of the visual effect non-selectable? It's interfering with placeable selection.
I've never found a way to make them behave. I usually have to resort to selecting the placeable effect via the list on the lower left of the toolset window.
#10
Posté 31 octobre 2014 - 02:26
I've never found a way to make them behave. I usually have to resort to selecting the placeable effect via the list on the lower left of the toolset window.
Yes, that was my experience as well. Too bad; I suppose the best approach is to lay down the grass effects at the end of the area build.
I tried using the other three parts of the grass texture for variety, but they don't work with the interior lighting for some reason; each of the four parts of the grass textures have different lighting levels and I have no idea why. There isn't even a normal map involved. It's like they are interacting with the scene lighting differently depending on the section of the texture used. Rotating them didn't have any effect.
Ed.: Solved it.
#11
Posté 01 novembre 2014 - 12:09
Here I was able to get (what I think is) a fairly decent look with just a few placed effects of rotated grass planes:

I think this may prove useful, so I'll go ahead and finish up the rest...
- 4760 aime ceci
#12
Posté 01 novembre 2014 - 04:16





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