This might be better off in the Data Editor forum, but I figured people frequenting this forum probably already have this figured out.
I'm trying to create a "Grass" doodad so that I can place grass where I like instead of using the foliage generator. I've tried creating a new doodad, and setting the model to "Dynamic Grass Bel Shir", but when placed the grass is black (it has no texture). I tried changing "Actor - Texture Sets" to "(Bel'Shir(Jungle))", to no avail.
First time trying to help..
I'm fairly sure that the foilage doodas can be placed just like regular doodas.
And can be found in the dooda tab.
Just find the right variant.
There are also the LOS blockers, but they might be too bushy..
I'm not sure what you're asking, your question is inconsistent. If you just want to place the foliage created by the 'generate foliage' option, there's a doodad under environments that has all those things.
If you want a doodad that's basically a patch of grass (and isn't among the variations of the normal foliage doodads), you're going to need someone to model it for you.
Among the foliage for certain tilesets, there is grass, which would be great to be able to place manually on your map, however, none of the foliage doodads (from what I've seen) seem to use this grass when you place them on your own, and if you try to create a new doodad using the specific grass model(s), they either miss their textures, or you won't get any model at all (just the placeholder black sphere model).
The models that I'm thinking of can be found under Assets/Foliage/DynamicGrass... or just DynamicGrass... (followed by various tilesets in both cases) if you want to use the already existing models in the data editor.
Sorry for the double post, but here are some images for reference, the first image shows some nice looking grass generated with the "generate foliage button", the second image shows how the model looks if you try to use it directly with a doodad (taken from the previewer, but it looks the same if you actually place a doodad using it as its model.
Easiest way to make use of grass is to remove the flowers from the generation & place those by hand as needed (because the grass placed by the foliage tool actually takes wind into account, so you can make it move. Doodads are unable to do that, as far as I’ve seen.) Also, they always turn to black, no idea why.
How would you effectively take out the flowers? If you disallow foliage on a certain grid and generate new foliage to remove the flowers you will end up with flowers on grids that looked the way you wanted before.
Every Texture can get Foliage assigned. In theory you could generate a full map of random Terrain just with the Foliage Button … practical seen, that would be utterly stupid, because it doesn’t look good. So you go into the Data Editor, search for the Textures, remove the Flowers and maybe you even want to scale your Grass there. I think I showed how to do that during ModCraft, but I’m not sure.
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This might be better off in the Data Editor forum, but I figured people frequenting this forum probably already have this figured out.
I'm trying to create a "Grass" doodad so that I can place grass where I like instead of using the foliage generator. I've tried creating a new doodad, and setting the model to "Dynamic Grass Bel Shir", but when placed the grass is black (it has no texture). I tried changing "Actor - Texture Sets" to "(Bel'Shir(Jungle))", to no avail.
Thanks for any help :)
@ubermikeleet: Go
I've been looking for this as well, so would be really happy if anyone could tell me.
@Gurrgel: Go
Is there anything relating to texture variations or variations in general?
Bumpity
@ubermikeleet: Go
First time trying to help.. I'm fairly sure that the foilage doodas can be placed just like regular doodas. And can be found in the dooda tab. Just find the right variant. There are also the LOS blockers, but they might be too bushy..
Just don't smoke it all..
I'm not sure what you're asking, your question is inconsistent. If you just want to place the foliage created by the 'generate foliage' option, there's a doodad under environments that has all those things.
If you want a doodad that's basically a patch of grass (and isn't among the variations of the normal foliage doodads), you're going to need someone to model it for you.
Among the foliage for certain tilesets, there is grass, which would be great to be able to place manually on your map, however, none of the foliage doodads (from what I've seen) seem to use this grass when you place them on your own, and if you try to create a new doodad using the specific grass model(s), they either miss their textures, or you won't get any model at all (just the placeholder black sphere model).
The models that I'm thinking of can be found under Assets/Foliage/DynamicGrass... or just DynamicGrass... (followed by various tilesets in both cases) if you want to use the already existing models in the data editor.
Sorry for the double post, but here are some images for reference, the first image shows some nice looking grass generated with the "generate foliage button", the second image shows how the model looks if you try to use it directly with a doodad (taken from the previewer, but it looks the same if you actually place a doodad using it as its model.
@Gurrgel: Go
I will look into this because i am interested myself. Send me a PM and i will reply to it when i get an answer for you.
Easiest way to make use of grass is to remove the flowers from the generation & place those by hand as needed (because the grass placed by the foliage tool actually takes wind into account, so you can make it move. Doodads are unable to do that, as far as I’ve seen.) Also, they always turn to black, no idea why.
@Gorandor: Go
How would you effectively take out the flowers? If you disallow foliage on a certain grid and generate new foliage to remove the flowers you will end up with flowers on grids that looked the way you wanted before.
@Mogranlocky:
Every Texture can get Foliage assigned. In theory you could generate a full map of random Terrain just with the Foliage Button … practical seen, that would be utterly stupid, because it doesn’t look good. So you go into the Data Editor, search for the Textures, remove the Flowers and maybe you even want to scale your Grass there. I think I showed how to do that during ModCraft, but I’m not sure.