Product Chat / Multiple grass types are kind of possible if one can accept something a little out of bounds.

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m2design
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Posted: 26th Apr 2017 00:25 Edited at: 26th Apr 2017 02:03
Once again a lack of deep thought lead to something interesting. I have slapped together something that might be useful...maybe.
I have created a grass image made of several grass types. May not be perfect but it seems to fill a void for ground cover.



I have a meeting I need to attend now, but if anyone is interested in this, I would be glad to illustrate how it is done.

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Pirate Myke
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Posted: 26th Apr 2017 01:30
Looking good.
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Jerry Tremble
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Posted: 26th Apr 2017 03:46
Quote: "I have a meeting I need to attend now, but if anyone is interested in this, I would be glad to illustrate how it is done."


Yes, very interested! Are these "paintable" like regular grass?
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Pirate Myke
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Posted: 26th Apr 2017 04:25
This is relatively easy to accomplish.
Open the veg.x file in fragmotion. Duplicate it a few times. I did 4 of them.


Make a texture sheet of the 4 textures you want to use. Save it in .dds format with dxt 5 compression


UV mapped each one to a different plant in the texture sheet.

Duplicate a grass folder in the vegbank folders and save your finished x file and .dds texture there as the same names that are present.

Run in game guru and select your new grass folder name and let it regen. You now have multi grass brushes that you can paint in the editor.

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

JPH-GAMES
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Posted: 26th Apr 2017 12:46
M2 Design thank you for the explanation, it's nice
DVader
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Posted: 26th Apr 2017 13:04
Good work around. Nice to see people getting round some of GG's limits. It would be nice to see grass improved in GG itself though as this still limits you to the same mixed grass all over. Probably more prone to floating also. It's about time we saw the grass made to allow for several types per level, so maps can finally look more varied. Having one set of grass per level severely limits having variation in your map (even this method here would have the same mixed grass selection, rather than several unique styles).


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Jerry Tremble
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Posted: 26th Apr 2017 14:40
Thanks, Myke and m2design!
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m2design
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Posted: 26th Apr 2017 18:18 Edited at: 26th Apr 2017 21:14
The concept is very simple. All you are trying to do is create a new multi image dds file to overwrite the existing grass file in a new vegbank folder.
I accomplished this using paint.net only.

To keep this example simple I will use the vegbank folder named grass 01 (any vegbank folder will work.)

First you need to copy The vegbank folder named grass 01 then rename the folder to grass 01b.
Grass 01b will contain the same files as the grass 01 folder (grass and grass.x), do not change either of these file names.)

Open paint.net and select new, and set the size to 512x512 and make the background transparent.
import the grass file from the new grass 01b folder. This will be your base image.

Import from any vegbank folder the dds image file and overlay the image already in paint.net. (grass)
You can import dds files from several different vegbank folders if you like.
You can do several image manipulations of each individual image (hue, saturation, contrast) if desired)
When satisfied with the paint.net folder image, save the complete overlayed image to your new vegbank
grass 01b folder as Grass.dds

Done!

In an existing map change (TAB,TAB) the vegetation type to grass 01b and bingo new grass image, this image will be your new grass brush.

Quote: "this still limits you to the same mixed grass all over"


Note: if you also save the image as a paint pdn file before saving as a dds you will be able revise the image in the future with out starting over.

If a video would help just let me know.

This method only requires a new dds. image file saved to the copied / renamed vegbank folder. The x file does not need to be fooled with.
The new dds file needs to be saved with the same dds name file that is in the copied /renamed vegbank folder. In this case "grass"

All of the vegbank folders that come with GG contain two files named, "grass and X" over write the grass.dds file with any dds image on a transparent
background of the same size/dimensions and you have a new grass texture. the x file knows what to do with the image with out any help.

Windows 10,64 bit|AMD FX-6200 Six-core-3.Ghz |CPU PASSMARK 6,142 |Memory 10GB |NVIDIA GEFORCE GTX 660 SC |GPU PASSMARK 4,114

m2design
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Posted: 26th Apr 2017 23:05 Edited at: 28th Apr 2017 00:59
Note:The grass textures that come with GG are contained in a series of folders in vegbank.
Each folder has a unique name (grass 01, weedy 01 etc,etc) contained in each folder are 2 files
(grass and veg.x) grass is a .dds image used to texture the veg.x model.

By overwritting, the "grass.dds" with a new "grass.dds" image file with the same dimensions and a transparent background in any vegbank folder, will make a a new grass brush. Just make sure you create a new folder with the name of the new brush. The veg.x model file does not care what the image is as long as it is named grass.dds and is the same dimensions with a transparent background thus you can use the same universal veg.x file for every new folder only change the grass.dds file.

As noted in my previous post just copy a vegbank folder and rename it with a unique title.
Paint.net is a simple way to create image file and merge several images into one.
if you do not make unique folders you work will be lost with each new beta release.





Windows 10,64 bit|AMD FX-6200 Six-core-3.Ghz |CPU PASSMARK 6,142 |Memory 10GB |NVIDIA GEFORCE GTX 660 SC |GPU PASSMARK 4,114

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