forums | blogs | polls | tutorials | downloads | rules | help

Error message

Deprecated function: The each() function is deprecated. This message will be suppressed on further calls in remember_me_form_alter() (line 78 of /var/www/siegetheday.org/sites/all/modules/contrib/remember_me/remember_me.module).

Add new comment

iryan wrote:
. . .
The grass is very tall in DS2, there's just not very much of it.
. . .
Did you try out the 'Next Object' tool form the 'Object' menu in the SE2 ?
It's possible there to set up a random number range to scale up/down, also a random rotation around the Y-axis can be enabled.
To add grass then on the map, (better) turn of all object selections, activate the terrain auto-adjustment and the placement mode generally, select any grass object from the object list (copy+paste is not supported :() - and click like the map (like a fool). Wink

This helps to place grass within seconds, nonetheless to create a dense and good looking grass cover across an entire map with this procedure may really turn out as tedious indeed.

 

Since i didn't trust may own grass planting abilities, I have created a little grass generator, just to get a visual idea how larger amounts of different grass would look like:

Actually the 3 images above show the same amount of planted grass. So a lot of grass seems to look quite impressive for a shorter camera distance, zoomed out however many grass objects won't be visual/rendered anymore with plain sight on the ground again.
And perfromance impact is quite remarkable, it may be though that the loss would be smaller with grass directly placed in SE2.

But basically I don't think generator-spawned grass is a the best appoach, it's probably just some more flexible to try out things, how the different grass types look like, how much grass objects are needed, which scale is needed, etc..
For those still interested, there's a corresponding grass mod (15kb) for the Diabloish Map for Beta 2 e(!).