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ferst

question of procedural grass???

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how to make the procedural grass to appear on my map???

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Do you mean grass covering the terrain build by continuous terrain procedure ?

There are no grass clutter, nor any clutter in this area, only ground colors build from grass texture, mid_texture and sat_out.

If you mean "normal" grass you must add a grass clutter, defined in class clutter to a grass ground texture defined in CfgSurfaces using the CfgSurfaceCharacters to link them in.

Here it's how it looks in my Brik map config :

in the class clutter area:

class brik_GrassCrooked: DefaultClutter

{

model = "ca\plants2\clutter\c_GrassCrooked.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.5;

scaleMax = 0.75;

};

in the class CfgSurfaces area :

class brik_trava: Default

{

access = 2;

files = "brik_trava_*";

rough = 0.1;

dust = 0.01;

soundEnviron = "grass";

character = "brik_grassClutter";

soundHit = "soft_ground";

};

in the class CfgSurfaceCharacters area :

class brik_grassClutter

{

probability[] = {0.8,0.4,0.01};

names[] = {"brik_GrassCrookedGreen","brik_GrassTall","brik_WeedSedge"};

};

If you mean how to let the grass appears if you have already a nice .cpp for your nice map then something is wrong somewhere.

Edited by Old Bear

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