[MOD] Real Grass 2

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King of Worms
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Re: [MOD] Real Grass 2

Post by King of Worms » Wed May 02, 2018 10:11 pm

Nice screens, your mods are top notch! I agree on the no-hud command, and Id add - a gamma/brightness slider in options... somewhere by the FOV settings etc

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Fri May 04, 2018 5:24 pm

What do you think? I'm getting world position of water locations from tilemap and placing a particle system.

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When you're trying to make mist but you forget to collect from old terrains and get clouds :lol:
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If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

ifkopifko
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Re: [MOD] Real Grass 2

Post by ifkopifko » Fri May 04, 2018 5:40 pm

Whoaaaa! Looks better than Skyrim! :D

BTW: I have been wondering. At least one of the added decorative bushes do not react to the wind. Is that intentional? Specificaly this type:
Attachments
Bush.jpg
Bush.jpg (191.07 KiB) Viewed 1074 times

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Interkarma
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Re: [MOD] Real Grass 2

Post by Interkarma » Fri May 04, 2018 8:49 pm

Whoa TheLacus, looks amazing. Imagine spooky mist in graveyards. :shock:

Seterwind
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Re: [MOD] Real Grass 2

Post by Seterwind » Sat May 05, 2018 12:31 am

This mod adds a ton to DFU.

What mod are you using to change the look of the water in DFU?

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Midknightprince
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Re: [MOD] Real Grass 2

Post by Midknightprince » Sat May 05, 2018 12:33 am

Gimi
Check out my YouTube Channel!

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Uncanny_Valley
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Re: [MOD] Real Grass 2

Post by Uncanny_Valley » Sat May 05, 2018 12:39 pm

TheLacus wrote:
Fri May 04, 2018 5:24 pm
What do you think? I'm getting world position of water locations from tilemap and placing a particle system.
Good idea, but I'm not sure about the particles, what are they suppose to represent? And maybe change their material. To make them less radioactive glowy. :D

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Sat May 05, 2018 4:59 pm

ifkopifko wrote:
Fri May 04, 2018 5:40 pm
BTW: I have been wondering. At least one of the added decorative bushes do not react to the wind. Is that intentional? Specificaly this type:
I'm not really happy with how it looks so i refrained from spending the time to add wind support for it. I'll get back to it eventually.
Seterwind wrote:
Sat May 05, 2018 12:31 am
What mod are you using to change the look of the water in DFU?
Realtime reflections.
Midknightprince wrote:
Sat May 05, 2018 12:33 am
Gimi
Thank you, whatever it means
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Sat May 05, 2018 5:19 pm

Interkarma wrote:
Fri May 04, 2018 8:49 pm
Whoa TheLacus, looks amazing. Imagine spooky mist in graveyards. :shock:
Great idea!

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The position of a location calculated at line 1048 of StreamingWorld is not the one assigned to the transform. Not sure how location layout works, is scene position accessible somewhere? I can make the same calculations again but i think there is an easier way to get from location instance to terrain position. If not, may be useful to store it in a field?

Ps. attachments seems very unreliable after forum update, sometimes they get lost when i click preview. I'm using imgur as an alternative.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Sat May 05, 2018 5:28 pm

Uncanny_Valley wrote:
Sat May 05, 2018 12:39 pm
TheLacus wrote:
Fri May 04, 2018 5:24 pm
What do you think? I'm getting world position of water locations from tilemap and placing a particle system.
Good idea, but I'm not sure about the particles, what are they suppose to represent? And maybe change their material. To make them less radioactive glowy. :D
The color is intentionally exagerated to look more fantasy-like than realistic, but i agree is a bit too much. The issue is that it must looks fine in all locations since is not hand placed, and with additive shader is already going from almost transparent to full bright depending on location conditions. Using different materials for day and night might helps.

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If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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