Put in fields of tall grass?

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Sonsai
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Put in fields of tall grass?

Post by Sonsai »

I'm attempting to make an SP mission for a mod, (Black-op mod) and I want to make a part where you go through crops that are burning and there are men coming from everywhere. The only problem is, can we mappers make fields of grass that will sway in the wind? :?:
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Yarik
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Post by Yarik »

Yes. You will first need some Grass Textures. Then you will need to do somethings like in stalingrad where the Window Cloth is swaying in the wind. try and check out the Tutorials page. its bound to have it.

Read this

/tutorials/shutters.php
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Sonsai
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Post by Sonsai »

Yeah I'll read that, but do we have a tall grass kind of thing? Or do we have to individually make little brushes and texture them the same and give them all swaying capabilities? :?:
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Post by Butch »

could try patch meshes
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Sonsai
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Post by Sonsai »

I don't know jack about that, care to exlain?
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Post by Butch »

actually sorry they wont sway in the wind :cry:
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Sonsai
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Post by Sonsai »

Waaa, any body have any other ideas?
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Post by nuggets »

look at the rain textures, some textures diappear when u walk in2 them,. whereas the rain texture stays, responds to the "wind" motion and can be moved depending on the wind movement, this'll be ur best bet, but u'll still have 2 create ur own long grass texture
hope this helps, prob not cos it's all foreign 2 me :-/
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Sonsai
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Post by Sonsai »

thanks, but do i have to model tall grass or something? or just create the skinnest and somewhat tall brush in moh radiant and then texture it?
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Post by wacko »

you'll have to make a texture of the grass and a shader with a for it. Maybe you can find the shader of the tree leaves and adjust it to your needs. Take a look at the trees.shader, there you'll find something with a deformvertexes which makes them move...
E.g. this one:

static_tree1_5 // Fill leaves
{
qer_editorimage textures/models/natural/tree1_5.tga
nomipmaps
cull none
//good low wind values
//deformVertexes flap t 24 sin 2 3 0 .25 1 0
deformVertexes flap t 24 sin 0 3.5 0 0.2 1 0
deformVertexes flap t 24 sin 0 3.5 0.25 0.3 1 0
//deformVertexes flap <s|t> <div> <function> <base> <amplitude> <phase> <frequency> <optional min> <optional max>
//deformVertexes flap t 128 sin 0 4 0 .2 1 0
//deformVertexes flap t 128 sin 0 4 .25 .25 1 0
{
clampmap textures/models/natural/tree1_5.tga
depthWrite
alphaFunc GE128
alphaGen distFade 1536 256
rgbgen vertex
}

This way, it seems to be easy to make swaying grass; question remains, how this texture is to be used: How many brushes of what shape and size are to be placed how in your map? I would try it the way treelines are made but lots of them crossing each other.
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Sonsai
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Post by Sonsai »

I'm still confused. :oops:
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wacko
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Post by wacko »

I'll give it a try myself, but it might take some time.
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Sonsai
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Post by Sonsai »

ok cool, thanks!
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wacko
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Post by wacko »

oh man! this is s/th! I'm not sure anymore, what kinda grass you want! Is it this way?
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This grass texture comes already with MOHAA, but it might not be tall enough :? If not, you would have to make a new grass texture, because it's already stretched and would become even more edgy if you made it even bigger :cry:
With my shader development, I'm not really satisfied: I have made a shader which makes this grass sway, but it might b different to what you had expected!? Take a look: Here's a pk3 including bsp, map and the shader
I have played now for some hours with the different parameters without real success: Sometimes there is almost no difference, sometimes too much, question is mostly, whether different parameters have a different result because you don't know what they mean: A Sinus of 1 will be the same as a Sinus of 2 or is sin0 the same as sin180? Anyway, look what I've done. If you like it, fine. If not, play around with it and let us know what you find out!!
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Sonsai
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Post by Sonsai »

Hey that'll work, but I didn't understand anything else you said. Is it possible to texture that a different texture, say maybe a burned crop feeling?
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