Page 3 of 3

Re: Realistic looking grass

Posted: Fri Jan 28, 2011 12:40 pm
by diafero
Of course, feel free to use as many verts as you want, it's your age. I don't think anyone will stop distributing your age because of this.

However, also note that you got some advise here from people who dealt with that game, and that community, for longer than you. So, be not surprised if people complain that your age does not work properly on a laptop with chipset graphics (like my ATI Radeon HD 3200) - even though Linux graphics drivers are crappy, and the extra layer introduced by Wine costs performance, I can play most of Uru reasonably well on my system. Many here would consider that a valid complaint - which does not mean that we do not appreciate well-modelled ages, or high detail. It's just not all there is to age creation.

That said, the grass really looks awesome!

Re: Realistic looking grass

Posted: Sun Jan 30, 2011 6:50 pm
by tachzusamm
I have successfully used a combination of x-form (in fact, I used 3 planes crossed, not 2) and single-grass objects to get best of both advantages when I created a reed field. Single objects were used where you can view the reed grass from proximity, and crossed planes to fill the far-ends with a huge amount to create a realistic look. It's the combination which makes it look realistic, but still gives the impression of multiplicity and randomness.
Sure, this is more work and requires some planning, but avoids the limitations.

reed.jpg
reed.jpg (116.1 KiB) Viewed 1380 times


Paradox wrote:Use LoadMasks to have different levels of meshes/details. Wavesets (at least in Cyan Ages) already do this, and only load at the highest graphics level.

Can we use LoadMasks with PyPRP? And if yes, how?
I have never heard about that.