[MOD] Real Grass 2
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Re: [MOD] Real Grass 2
Whoaaaa! Looks better than Skyrim!
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:
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:
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- Bush.jpg (191.07 KiB) Viewed 11794 times
- Interkarma
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Re: [MOD] Real Grass 2
Whoa TheLacus, looks amazing. Imagine spooky mist in graveyards.
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Re: [MOD] Real Grass 2
This mod adds a ton to DFU.
What mod are you using to change the look of the water in DFU?
What mod are you using to change the look of the water in DFU?
- Midknightprince
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- Uncanny_Valley
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Re: [MOD] Real Grass 2
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.
- TheLacus
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- TheLacus
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Re: [MOD] Real Grass 2
Great idea!Interkarma wrote: ↑Fri May 04, 2018 8:49 pm Whoa TheLacus, looks amazing. Imagine spooky mist in graveyards.
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.
- TheLacus
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Re: [MOD] Real Grass 2
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.Uncanny_Valley wrote: ↑Sat May 05, 2018 12:39 pmGood 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.
- Interkarma
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Re: [MOD] Real Grass 2
I'll take a look at exposing required position for you.TheLacus wrote: ↑Sat May 05, 2018 5:19 pmThe 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.
I've noticed that sometimes with attachments as well. Not sure if theme or phpbb itself at this stage.
- Interkarma
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Re: [MOD] Real Grass 2
Here's how the location transform is calculated currently.TheLacus wrote: ↑Sat May 05, 2018 5:19 pm 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?
Code: Select all
[1049] float height = terrainInstance.SampleHeight(pos + terrainArray[terrain].terrainObject.transform.position);
...
[1056] locationObject.transform.position = terrainArray[terrain].terrainObject.transform.position + new Vector3(0, height, 0);
What would be more useful for your mod, the location transform or the terrain transform?