The same as Real Grass itself. My mod has just texture replacements, you need Real Grass. Performance depends mainly on grass draw distance. I use 500, it is not noticable.
Pixelated Grass for Real Grass
- haloterm
- Posts: 391
- Joined: Sat Feb 16, 2019 5:21 am
Re: Pixelated Grass for Real Grass
Thanks to the permissions of both original texture creators VMBlast and Uncanny_Valley, I have now made the download available again. It put it on Nexus Mod:
https://www.nexusmods.com/daggerfallunity/mods/252/
https://www.nexusmods.com/daggerfallunity/mods/252/
- Hipnotic Rogue
- Posts: 24
- Joined: Thu Nov 25, 2021 2:15 pm
Re: Pixelated Grass for Real Grass
Congratulations and well done.
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
- carademono
- Posts: 210
- Joined: Sat Jul 11, 2020 3:20 pm
Re: Pixelated Grass for Real Grass
Quick note: right now this mod is using pixelated but high definition textures, which is very performance-intensive. If you were to resize the textures to 1/8 the size, they'd look exactly the same, and you would get a huge performance boost. This might require a minor modification to the Real Grass mod itself.
I think this would be really valuable as many people who use retro textures do so on older computers. Even those on gaming computers should see significant performance improvements.
I think this would be really valuable as many people who use retro textures do so on older computers. Even those on gaming computers should see significant performance improvements.
Vanilla Enhanced: https://www.nexusmods.com/daggerfallunity/mods/273
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
- haloterm
- Posts: 391
- Joined: Sat Feb 16, 2019 5:21 am
Re: Pixelated Grass for Real Grass
Not exactly, I think. I would need to scale down the original textures and they would lose detail by that, so when pixelating them, the result would be also less detailed.carademono wrote: ↑Tue Dec 07, 2021 7:51 pm Quick note: right now this mod is using pixelated but high definition textures, which is very performance-intensive. If you were to resize the textures to 1/8 the size, they'd look exactly the same
That would be TheLacus' task.This might require a minor modification to the Real Grass mod itself.
Even better: If a "pixel" mode would be added into the mod itself, removing the need for replacement textures at all. Maybe that could be done by a filter/shader/whatever? I have no idea.
- carademono
- Posts: 210
- Joined: Sat Jul 11, 2020 3:20 pm
Re: Pixelated Grass for Real Grass
I don't quite understand what you mean. Here's a scaled down version of one of your grasses. It looks exactly the same when you zoom in:
The only difference is that it will increase players' fps by 15.
Vanilla Enhanced: https://www.nexusmods.com/daggerfallunity/mods/273
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
- haloterm
- Posts: 391
- Joined: Sat Feb 16, 2019 5:21 am
Re: Pixelated Grass for Real Grass
Okay, I see now what you mean (compared in GIMP).carademono wrote: ↑Tue Dec 07, 2021 9:31 pm I don't quite understand what you mean. Here's a scaled down version of one of your grasses. It looks exactly the same when you zoom in:
And does this work in the Real Grass mod already?
- carademono
- Posts: 210
- Joined: Sat Jul 11, 2020 3:20 pm
Re: Pixelated Grass for Real Grass
[/quote]
And does this work in the Real Grass mod already?
[/quote]
Just rescaled the textures and threw them in. The size looks good but for some reason they're being filtered. I'm not versed enough in how Real Grass works to know why, but my guess is they need to be imported using sprite/point filter and included in the dfmod.
I should add, there did appear to be a considerable performance boost.
And does this work in the Real Grass mod already?
[/quote]
Just rescaled the textures and threw them in. The size looks good but for some reason they're being filtered. I'm not versed enough in how Real Grass works to know why, but my guess is they need to be imported using sprite/point filter and included in the dfmod.
I should add, there did appear to be a considerable performance boost.
- Attachments
-
- Grass.zip
- (176.5 KiB) Downloaded 62 times
Vanilla Enhanced: https://www.nexusmods.com/daggerfallunity/mods/273
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: Pixelated Grass for Real Grass
Most likely you did not set the settings correctly for the image file in Unity. With the default settings all textures become blurry.carademono wrote: ↑Tue Dec 07, 2021 10:45 pm The size looks good but for some reason they're being filtered. I'm not versed enough in how Real Grass works to know why,