#1 2015-08-19 04:42:53

nownz
Member

grass?

how do you add grass?

not the flat texture

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#3 2015-08-24 03:27:17

nownz
Member

Re: grass?

im a newbie

so i write this on the console?

texture 0 "nobiax/pattern042_diffuse.png"
texgrass lordkv\khornegrass.png // Important bit
grasstest 0.1 // value for alpha test
grasscolour 255 255 0
grassanimmillis 2000

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#4 2015-08-24 07:54:43

Lord Kv
Member

Re: grass?

Console would work, but since the texture definition is a map-specfic thing it is better to place it to the map's cfg file - this way it gets executed every time you load the map.

You need to use an external editor. Go to where your map is saved and create a cfg file for your map (for a map named "city" create "city.cfg", beware that names are case-sensitive in this game). Place the commands into the cfg. After you load the map there should be a grass texture at the end of the texture list and when you apply it to some cubes they should also have the grass sprites on them.

See media/map/complex.cfg for example, also sauerbraten docs are helpful, because Tesseract and Sauer use the same system for this: http://sauerbraten.org/docs/editref.html

Also you probably don't have the grass file that is used here. Use something like "nieb\complex\woodfloor02.png" It will look very weird but you'll know it's working.

I may put together a proper tutorial for this later.

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#5 2015-08-24 20:02:20

spikeymikey0196
Member

Re: grass?

on a slightly relate note.. can somebody do something like this? http://outerra.blogspot.co.uk/2012/05/p … ering.html

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#6 2015-08-27 23:14:24

kurtk8484
Member

Re: grass?

procedural grass isn't possible...the texgrass in tesseract is a really old method in the first place...but you can do some blending trickery with it, to simulate those effects...sort of :P

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#7 2015-08-29 17:39:46

spikeymikey0196
Member

Re: grass?

kurtk8484 wrote:

procedural grass isn't possible...the texgrass in tesseract is a really old method in the first place...but you can do some blending trickery with it, to simulate those effects...sort of :P

such as? haha

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#8 2015-08-29 18:17:23

Lord Kv
Member

Re: grass?

The common way of making procedural grass is to just dump a bunch of low poly grass meshes on the ground around the camera. IMHO Cube 2 grass looks much better than that.

As for the blending magick just blend a texture without grass over a texture with autograss (doesn't work the other way around).

Anyone found the Talos easter egg in Albatross? ;)

Notice that grass is only on the grass texture and disappears on dirt and tiles.

Last edited by Lord Kv (2015-08-29 18:45:10)

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#9 2015-08-29 19:41:02

kurtk8484
Member

Re: grass?

you can also make a couple variations of the texgrass texture ( different colors, shapes ) and blend the 2 grases, to futher add variations.

How to blend the texgrass is the same as any texture blending :
1: select cube with texture you wish to add a blend layer.

2: via console type "vlayer" followed by the index number of the texture you wish to use. If you do not know the index number, you can see this info in the editing info at the bottom left of your screen while in edit mode.

3: use the blend tools to manipulate the amount/shapes of blend you want:

Blend tools are mainly controlled via number pad keys
numpad 2 is the "add" blend, then you can choose different "brushes" to paint with by scrolling your mouse while in blend-mode. Exit blend-mode with numpad 0 key

This effect sometimes doesn't look proper until you calclight, so I calclight often while blending.

You'll have to experiment a little to get good at this. If you do not like the end result, just type clearblendmap, and start over.

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