I have just reset the grass in my game to the PotC default again.
We can play around with that CoAS one later.
We can play around with that CoAS one later.
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Is it possible you can post me the old grass.tga.tx files?I have just reset the grass in my game to the PotC default again.
Yes.Is it possible you can post me the old grass.tga.tx files?
Code:bool LocLoadGrass(aref loc, string sat) { string grs = loc.(sat); string tex = ""; sat = sat + ".texture"; if(CheckAttribute(loc, sat) != 0) { tex = loc.(sat); } return SendMessage(loc, "lss", MSG_LOCATION_SET_GRS_PATCH, grs, tex); }
This is from location_loader.c
I believe this is where the texture is set.
This is where it's called:
Code:aref st, at, lit, lit1; string sat; makearef(st, loc.models.always); int num = GetAttributesNum(st); for(i = 0; i < num; i++) { at = GetAttributeN(st, i); sat = GetAttributeName(at); if(sat != "grassPatch") { sat = "models.always." + sat; res = LocLoadModel(loc, sat, ""); if(res == 0) { traceif("LocationLoader: not loaded model location." + sat + ", id = " + loc.id); traceif("Unload location."); UnloadLocation(loc); return false; } }else{ LocLoadGrass(loc, "models.always." + sat); } }
So from what I can see if you have a line like this in the location init file:
Code:Locations[n].models.always.grassPatch = "JUNGLE06_g";
You can add the :
line to set a specific texture for it. So it seems we do have the functionality already. So I'd say we use the old grass as default and change the texture in the init files where we think it's needed.Code:Locations[n].models.always.grassPatch.texture = "texturename";
Locations[n].models.always.grasspatch.texture = "Grass\grass_flower.tga";
Well I really don't want that coas grass! If it is here to stay, I think it only fit to towns, and at a low foliage it must bee.maybe @ANSEL wants to make a list of the locations which deserve it?
why not? What is so wrong about it? I think in some towns it would fit nicely dont you think?Well I really don't want that coas grass! If it is here to stay, I think it only fit to towns, and at a low foliage it must bee.
Looks like garden flowers, I belive.
I do like having some jungles different from the others as there is a LOT of copy-pasting there.We could for example also make a bit darker variant of the normal potc grass which can be used in some jungles also to make them feel a bit more unique
Feel free to upload it here (we could use the whole coas grass folder I think).I just found another COAS grass texture that I like even better as it is more colorful. It is also twice the size of the other COAS texture so should really kill some machines, but has no effect at all on mine.
You can see in the 2nd screenie that looking to sea hurts fps more than the grass.
View attachment 23278 View attachment 23279 View attachment 23280
I agree about towns, it will look nice at towns, But I still mean the foliage is set to high.I think in some towns it would fit nicely dont you think?
Like I said we can set it per locationI agree about towns, it will look nice at towns, But I still mean the foliage is set to high.
In jungles I not so sure what to think about it.
was looking at that already.There's this tool called "work" which has a GrassGenerator.exe. Never got that to work when
importing locations from VCO.
patchcreator.exe filename_patch.gm
when filename_patch.gm model of patch.
Batch processing: *.gm or other files filter
Create patch for sea location:
patchcreator.exe -s filename_patch.gm
Create patch whith log for bad files:
patchcreator.exe -l filename_patch.gm
grassgenerator.exe filename_patch.gm
when filename_patch.gm model of patch whith bsp.