[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 » Sat Aug 17, 2019 8:58 pm

I had this idea about the sprites moving a bit in a wind as well.
A bit less movement than the grass ofc if possible.

I think it MIGHT actually look good after all. Eventho it sounds unrealistic "on the paper" it might be ok in game.
Maybe worth a test, if its not something too demanding to try.

Thanks for a updated version, love this mod!

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OMightyBuggy
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Re: [MOD] Real Grass 2

Post by OMightyBuggy » Tue Aug 20, 2019 3:48 am

W00t! I just saw that Real Grass updated. Thanks for keeping up on it. :)
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King of Worms
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Re: [MOD] Real Grass 2

Post by King of Worms » Wed Aug 28, 2019 8:30 am

Lacus, have you considered moving your mods to Nexus as well?
Its actually quite good place for this matter

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Wed Sep 11, 2019 4:07 pm

King of Worms wrote:
Wed Aug 28, 2019 8:30 am
Lacus, have you considered moving your mods to Nexus as well?
Its actually quite good place for this matter
Yes, i will publish them there eventually. Real Grass was started by Uncanny Valley and some textures are made by VMblast so i need to check how to credit them, maybe get in touch with them before uploading.
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King of Worms
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Re: [MOD] Real Grass 2

Post by King of Worms » Wed Sep 11, 2019 7:25 pm

Sure, just to let u know, there is a section in documentation there where u can credit ppl, also some parts where u can specify the licenses etc..

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Uncanny_Valley
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Re: [MOD] Real Grass 2

Post by Uncanny_Valley » Thu Sep 12, 2019 11:03 am

TheLacus wrote:
Wed Sep 11, 2019 4:07 pm
King of Worms wrote:
Wed Aug 28, 2019 8:30 am
Lacus, have you considered moving your mods to Nexus as well?
Its actually quite good place for this matter
Yes, i will publish them there eventually. Real Grass was started by Uncanny Valley and some textures are made by VMblast so i need to check how to credit them, maybe get in touch with them before uploading.
I believe nexus has a special section for adding additional credits when you upload your mod there. ;)

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Fri Sep 13, 2019 12:47 pm

King of Worms wrote:
Wed Sep 11, 2019 7:25 pm
Sure, just to let u know, there is a section in documentation there where u can credit ppl, also some parts where u can specify the licenses etc..
Uncanny_Valley wrote:
Thu Sep 12, 2019 11:03 am
TheLacus wrote:
Wed Sep 11, 2019 4:07 pm
King of Worms wrote:
Wed Aug 28, 2019 8:30 am
Lacus, have you considered moving your mods to Nexus as well?
Its actually quite good place for this matter
Yes, i will publish them there eventually. Real Grass was started by Uncanny Valley and some textures are made by VMblast so i need to check how to credit them, maybe get in touch with them before uploading.
I believe nexus has a special section for adding additional credits when you upload your mod there. ;)
Thanks guys, it's on Nexus now.
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Braggi
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Re: [MOD] Real Grass 2

Post by Braggi » Sat Sep 14, 2019 8:07 am

Thanks for your reply.

Yup, seeing the entire tree swinging in the breeze would be odd indeed. :D

Kalell
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Re: [MOD] Real Grass 2

Post by Kalell » Sat Sep 21, 2019 1:52 pm

I'm new here and this is my first post. I'm having the same graphical issue as Nenno posted about a few pages back.

Here are my specs:

Windows 10 1903
4790K
1080 Ti
16GB RAM @ 2133Mhz

Below is a screenshot with all mods disabled except Real Grass 2. This also happens with other mods like Hand Painted Models. The blocks you see in the screenshot flicker rapidly in the game as I look around.
Spoiler!
Image

Here's my output_log.txt:

https://drive.google.com/open?id=15gi5b ... rNfWd-Lwu6

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Sat Sep 21, 2019 2:57 pm

Kalell wrote:
Sat Sep 21, 2019 1:52 pm
I'm new here and this is my first post. I'm having the same graphical issue as Nenno posted about a few pages back.

Here are my specs:

Windows 10 1903
4790K
1080 Ti
16GB RAM @ 2133Mhz

Below is a screenshot with all mods disabled except Real Grass 2. This also happens with other mods like Hand Painted Models. The blocks you see in the screenshot flicker rapidly in the game as I look around.
Spoiler!
Image

Here's my output_log.txt:

https://drive.google.com/open?id=15gi5b ... rNfWd-Lwu6
Thank you for the log. This error message is logged every frame:

Code: Select all

Dimensions of color surface does not match dimensions of depth surface
Apparently the graphic artifact is the result of this issue but is unclear what is causing it.
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

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