Product Chat / is it possible to have the grass looks like this.

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PCS
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Posted: 7th Jan 2018 17:30
i was wandering, if it was possible to modify our grass to loos like the shape of the Forrest grass. if you look at the two pictures you would see that our grass makes a cross shape, and it looks weird. but if you look at the picture of the Forrest grass they do not make a cross shape. is it possible to modify our grass to not make that cross shape?
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Jerry Tremble
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Posted: 7th Jan 2018 17:44
Which grass are you using? Try a different grass?
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Tarkus1971
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Posted: 7th Jan 2018 17:46
I think grass needs a good overhaul too. I have seen this cross when looking down on most of the grasses.
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PCS
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Posted: 7th Jan 2018 18:45 Edited at: 7th Jan 2018 18:46
@Jerry Tremble any grass you selected in the editor makes this cross shape. it does not matter if its a nice or not so nice grass that you select. the cross shape is used on all of them
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Pirate Myke
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Posted: 7th Jan 2018 20:01
You are going to find that the stock grass mesh, consists of two crossing planes.
You can make your own grass mesh (very low poly) with a mesh that has a curve in it. Then duplicate it and rotate it around.
Map your grass texture to it, and choose it from the grass choices.

Unless the whole terrain has this same grass pattern that you are referring to, then this might be a patch of grass that was made for that area. (lots of polys and mapping).

Like this, but with curved meshes.
https://forum.game-guru.com/thread/217933#msg2577716
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Jerry Tremble
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Posted: 7th Jan 2018 20:53
Quote: "@Jerry Tremble any grass you selected in the editor makes this cross shape. it does not matter if its a nice or not so nice grass that you select. the cross shape is used on all of them"


I realize they all have the cross shape because of the perpendicular planes, but some look much better than others! Whatever one you were using is horrible.
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Teabone
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Posted: 7th Jan 2018 21:48 Edited at: 8th Jan 2018 01:48
It appears the grass in the first image are plains that are leaning back when the player looks at them so that the tops are never visible. Curious if this is a dynamic part of the engine or of they are designed that way. I've seen some interesting techniques for grass in games and other engines. But all of which use up more memory to achieve their better looks.

Best easy on the memory solution is In Skyrim; most of the grass types have slanted meshes so that when you look down they don't just look like sheets of paper and go in visible. Like Jerry has mentioned, the issue is with most of the common grass types in Game Guru, they are just two planes sticking straight up.
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Pirate Myke
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Posted: 8th Jan 2018 00:17
Played around a bit and found that the shader only deals with the top verticies. Having multi faced curved meshes did not work well at all.

What did work was tilting the existing meshes outward and adding a third one.


Looked decent in the test game looking down also.


Attached below is the veg folder with the changes. Free to use for what ever purpose.
There are 4 different grass types on the texture, so feel free to map them around.

You will need to set this folder in the test game (tab tab) settings, and then cause the vegetation to regenerate by changing the quality, quantity, height or width.

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Teabone
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Posted: 8th Jan 2018 00:56
Good job myke! That's a great solution
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Bugsy
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Posted: 8th Jan 2018 01:09
so, can we use this veg.x for any grass we currently have to achieve the same effect?
I'm asking because I see 4 different grasses on your texture, and usually there's only 1.
if not, would you by chance export a version uv mapped to the whole texture area for us to just swap with all our grasses for this effect?
Pirate Myke
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Posted: 8th Jan 2018 01:58 Edited at: 8th Jan 2018 02:03
I had this mapped to the multi one i had referenced the above link to.
But in theory it is not hard to map it to any grass texture you have.

I will make one that is for a single full texture.

Edit:
Attached below is a veg.x file with the slanted mesh, that is mapped to the stock single texture size.
Make a copy of the intended veg folder and replace the x file with this one.

Again when you choose it in the editor, you will need to regenerate the grass.
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Solar
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Posted: 8th Jan 2018 13:30
@ Pirate Myke - that grass looks very good. Thank you!
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Pirate Myke
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Posted: 8th Jan 2018 13:50
You are welcome.
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PCS
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Posted: 8th Jan 2018 17:07
@ Pirate Myke. just come from work. thanks i will test it as soon as i can,
your the man.
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PCS
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Posted: 8th Jan 2018 19:45
more than one grass type still looks a little bit weird
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PCS
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Posted: 8th Jan 2018 19:51
this is how 3 grass types look straight.

i will have to play with this until its nice.

thanks again Pirate Myke
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PCS
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Posted: 8th Jan 2018 20:15
@Pirate Myke, if you can still improve on this then maybe lee must ad it in to the next update or when ever.
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Pirate Myke
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Posted: 8th Jan 2018 20:26
Dont know if he will. Adds more polys to the base object. Lee is always looking out for performance.
But it is nice to know we have the freedom to make the grass and vegetation with more complected models and textures.
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PCS
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Posted: 8th Jan 2018 20:35
what is the best size for the grass.dds file to use. the one in the last picture i used 800 X 600
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Pirate Myke
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Posted: 8th Jan 2018 20:42
The stock Lush one is 512 x 512. The mesh planes are square, so pictures with the same Height and width would prevent initial stretching. Thou this could be compensated for with the matrix sliders. If you have a picture of some really fine foliage, then maybe go up to 1024 x 1024.

So I dont really know what a proper answer would be, except to watch the performance meter.
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m2design
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Posted: 8th Jan 2018 21:03
@Pirate Myke

I have in the past made several new grass images with out any problems and have always stored each image along with the default veg.x file in a new folder.

Thought I might try your new veg.x file (with the additional sloped surfaces). The new veg.x files seems to do everything as advertised except when I save the work session and reload the session the grass does not hold the additional surfaces.
After each save I have to reactivate the landscape slider to get the image to show the additional surfaces.

See the screen shots... the one with only the x grass image is after the save of the file and reactivation in the second screenshot. Not a big deal but i don't think I should have to reactivate grass every time after a save.

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PCS
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Posted: 9th Jan 2018 17:06
it would be awesome if we could paint different areas with different grass types in the same map.
@ Lee. would this be possible in the future. ?
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