[MOD] Real Grass 2

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Narf the Mouse
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Re: [MOD] Real Grass 2

Post by Narf the Mouse » Mon Feb 18, 2019 10:12 pm

I don't maintain the mod, but that is definitely not intended. Something has gone very weird there...

The grass preset gets me grass about a foot high on Windows.
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Mon Feb 18, 2019 11:04 pm

pango wrote:
Sun Feb 17, 2019 11:42 pm
Hi The Lacus,
TheLacus wrote:
Sun Feb 17, 2019 10:45 pm
A question for all: is anybody using the option to enable billboard grass instead of 3d grass? otherwise i will remove it to simplify things...
With my graphic card (GTX960), billboards are roughly 5 fps faster than equivalent settings with meshes,
Since I'm struggling to keep the fps good, billboard grass was a tradeof I often used.
I can probably recover those with other tradeofs...
If it's really helpful to maintain performance i will keep it. I think 3d grass with lower density would give the same result on fps, but this is a probably a matter of personal preference.
haloterm wrote:
Mon Feb 18, 2019 9:30 pm
Narf the Mouse wrote:
Mon Feb 18, 2019 8:52 am
haloterm wrote:
Mon Feb 18, 2019 8:50 am
Just something I noticed: If I set grass height to anything higher than 1, the grass becomes extremly high. The default settings have a min/max height of 65 (which is extremly high) -- I struggled a few days with that before I simply tried what happens when I change min/max height to 1. Then the grass looks good.
A screenshot would probably help here. :)
Here you are:

First, I tried with the third of the included preset, which sets Grass Height to 65 and 105, and Grass Width to 8 and 1. This gave me this:

preset-3-result.jpg

I tested the other presets, too, but I noticed that I have to set height to 1 and 1 to get proper results. The following settings DO work for me:

1-1-set.jpg
1-1-result.jpg

I just wonder if this is intended, or if the higher values used in the preset should give me a different result. (I'm on Linux, using the latest official pre-alpha from January).
Should be 0.65, not 65. :lol: Please try to reset settings with the reset button and check again if you get the dot. Does anybody else have this issue on Linux?
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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pango
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Re: [MOD] Real Grass 2

Post by pango » Tue Feb 19, 2019 5:49 am

TheLacus wrote:
Mon Feb 18, 2019 11:04 pm
Should be 0.65, not 65. :lol: Please try to reset settings with the reset button and check again if you get the dot. Does anybody else have this issue on Linux?
Works for me
Real Grass settings.jpg
Real Grass settings.jpg (287.79 KiB) Viewed 806 times
However I have some exceptions in my Player.log for ages that I'm just thinking is probably related:

Code: Select all

Failed to split values from 0,65,0,65
System.FormatException: Unknown char: ,
  at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0 
  at System.Single.Parse (System.String s, IFormatProvider provider) [0x00000] in <filename unknown>:0 
  at System.Convert.ToSingle (System.String value, IFormatProvider provider) [0x00000] in <filename unknown>:0 
  at System.String.System.IConvertible.ToSingle (IFormatProvider provider) [0x00000] in <filename unknown>:0 
  at System.Convert.ToType (System.Object value, System.Type conversionType, IFormatProvider provider, Boolean try_target_to_type) [0x00000] in <filename unknown>:0 
  at System.Convert.ChangeType (System.Object value, System.Type conversionType) [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.Game.Utility.ModSupport.ModSettings.Key.TrySplit[Single] (System.String input, Int32 count, System.Single[]& items) [0x00000] in <filename unknown>:0 
 
(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)

Failed to split values from 0.65,0.65
System.FormatException: Unknown char: .
  at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0 
  at System.Single.Parse (System.String s, IFormatProvider provider) [0x00000] in <filename unknown>:0 
  at System.Convert.ToSingle (System.String value, IFormatProvider provider) [0x00000] in <filename unknown>:0 
  at System.String.System.IConvertible.ToSingle (IFormatProvider provider) [0x00000] in <filename unknown>:0 
  at System.Convert.ToType (System.Object value, System.Type conversionType, IFormatProvider provider, Boolean try_target_to_type) [0x00000] in <filename unknown>:0 
  at System.Convert.ChangeType (System.Object value, System.Type conversionType) [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.Game.Utility.ModSupport.ModSettings.Key.TrySplit[Single] (System.String input, Int32 count, System.Single[]& items) [0x00000] in <filename unknown>:0 
I'm french so the decimal separator is the comma (,) not dot (.); I suspect some parser or printer should specify English locale to prevent locale dependent behavior, or something like that...
Attachments
Player.log.zip
(6.06 KiB) Downloaded 17 times
When a measure becomes a target, it ceases to be a good measure.
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pango
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Re: [MOD] Real Grass 2

Post by pango » Tue Feb 19, 2019 6:04 am

If I temporarily set some American locale,

Code: Select all

export LC_ALL=en_US.UTF8
The exceptions disappear but the settings are interpreted all wrong
Real Grass settings en_US.jpg
Real Grass settings en_US.jpg (287.85 KiB) Viewed 804 times
(don't mind the elongated dots from DaggerFont)

until I reload some preset to get a nice 0.65 0.65
So yeah, smells like locale gremlins.
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

haloterm
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Re: [MOD] Real Grass 2

Post by haloterm » Tue Feb 19, 2019 8:38 am

pango wrote:
Tue Feb 19, 2019 5:49 am
TheLacus wrote:
Mon Feb 18, 2019 11:04 pm
Should be 0.65, not 65. :lol: Please try to reset settings with the reset button and check again if you get the dot. Does anybody else have this issue on Linux?
I'm french so the decimal separator is the comma (,) not dot (.); I suspect some parser or printer should specify English locale to prevent locale dependent behavior, or something like that...
This may be the reason for me as well -- we use comma instead of dot in Germany, too.

Anyway, it's not a super-critical issue right now (for me at least), as manually entering lower values works.

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Midknightprince
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Re: [MOD] Real Grass 2

Post by Midknightprince » Tue Feb 26, 2019 3:35 am

My .json file since EVERYONE wants my grass..
You should probably include this in the presets if you can..
Try it out, it looks better, and runs faster that the default...

https://drive.google.com/open?id=1qaVA- ... 8774KT7UNf
Attachments
grassII.jpg
grassII.jpg (544.54 KiB) Viewed 667 times
littledragon.jpg
littledragon.jpg (473.61 KiB) Viewed 667 times
Check out my YouTube Channel!

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Mon Mar 04, 2019 9:12 pm

Version 2.4 is released, download on first post.

Image
Midknightprince wrote:
Tue Feb 26, 2019 3:35 am
My .json file since EVERYONE wants my grass..
You should probably include this in the presets if you can..
Try it out, it looks better, and runs faster that the default...
Thank you Midknightprince, i'll try it. I think it look a bit too dense from the screenshot, i personally prefer grass and flowers textures to be more visible :)
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 » Tue Mar 05, 2019 12:08 pm

I forgot to say that the issue with commas has been resolved with build 0.7.65 (March). Tell me if you still find similar issues :)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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King of Worms
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Re: [MOD] Real Grass 2

Post by King of Worms » Tue Mar 05, 2019 1:29 pm

Thanks for version update, what is new? Compatibility or something more? Downloading!

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Tue Mar 05, 2019 5:18 pm

King of Worms wrote:
Tue Mar 05, 2019 1:29 pm
Thanks for version update, what is new? Compatibility or something more? Downloading!
Adjustments to grass size and density and other minor improvements. There is a changelog in the readme with additional details. :)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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