Author Topic: Tileset Dynamic Grass Question  (Read 818 times)

Legacy_Pstemarie

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Tileset Dynamic Grass Question
« on: August 18, 2012, 04:30:25 pm »


               I was wondering if there was a way to get grass to render on more than one material. I'm working on a swamp tileset (using Mirkwood as a base) for my module and want grass growing in the bog terrain, not just on the default marsh terrain. Is this possible?
               
               

               
            

Legacy_Borden Haelven

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Tileset Dynamic Grass Question
« Reply #1 on: August 18, 2012, 05:23:03 pm »


               If you set the walkmesh to grass it is. Mind you that would remove the ripples and change the footsteps as well. You could reinstate the footsteps via a trigger & script. I don't know about the ripples.
               
               

               


                     Modifié par Borden Haelven, 18 août 2012 - 04:23 .
                     
                  


            

Legacy_henesua

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Tileset Dynamic Grass Question
« Reply #2 on: August 18, 2012, 05:39:22 pm »


               Pstemarie, check out Lord Rosenkrantz' immersive swamp. I believe he had grass in the water.
               
               

               
            

Legacy_Zwerkules

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Tileset Dynamic Grass Question
« Reply #3 on: August 18, 2012, 05:42:12 pm »


               Maybe it is hardcoded that grass will be rendered on faces with the material id 3, but it is possible that it is rendered because the name is set to 'Grass' in the surfacemat.2da.
You could try to add a line 31:
31         Marsh           1      1           1             WT      Grass       0          fx_step_splash
(and add your own effect instead of fx_step_splash if you like).
Then change the material id of some faces in a tiles walkmesh to 31 and see if it works.
               
               

               
            

Legacy_NWN_baba yaga

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Tileset Dynamic Grass Question
« Reply #4 on: August 18, 2012, 05:54:10 pm »


               that is a cool idea zwerkules, please tell us if that will work. Having a water effect with growing grass is awesome for marshlands...
               
               

               
            

Legacy_Pstemarie

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Tileset Dynamic Grass Question
« Reply #5 on: August 18, 2012, 06:51:34 pm »


               Seems to be hard-coded. So now my next question to answer - is dynamic grass in water worth losing the ripple vfx?
               
               

               
            

Legacy_henesua

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Tileset Dynamic Grass Question
« Reply #6 on: August 18, 2012, 06:58:59 pm »


               If they are dense reeds, I say yes.
               
               

               
            

Legacy_Zwerkules

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Tileset Dynamic Grass Question
« Reply #7 on: August 18, 2012, 07:18:26 pm »


               I tested it and it is possible to change the visual effects and footstep sounds, but the rendering of grass seems to be hardcoded. Not walkable grass would have been nice.
               
               

               
            

Legacy_Pstemarie

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Tileset Dynamic Grass Question
« Reply #8 on: August 18, 2012, 07:30:34 pm »


               Yeah they are pretty dense - height setting of 1.5, density set to 4.0. Basically what I'm trying to achieve is the feeling of an overgrown swamp.

The location was once a tiny village on the coast that was protected from the ocean by a natural breakwater. However, when the breakwater gave way the village was flooded with water. Now all that remain are a few partially sunken buildings and a moldering chapel ruin.
               
               

               
            

Legacy_NWN_baba yaga

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Tileset Dynamic Grass Question
« Reply #9 on: August 18, 2012, 08:43:12 pm »


               then get rid of the ripple effect I might say. Having the grass swaying in the wind + a water texture is better as the other way around.
               
               

               
            

Legacy_Pstemarie

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Tileset Dynamic Grass Question
« Reply #10 on: August 18, 2012, 08:56:47 pm »


               Ripples be gone '<img'> I must say the overall effect is quite striking now that I've got the first semi-submerged building in place.  With the "natural" motion of the water you hardly notice the lack of the ripples - which imo were a tad overdone anyway (afterall you don't displace the water in circles unless you're dropping into it). 

Anyway, I'll post some screens once I get more features done....
               
               

               


                     Modifié par Pstemarie, 18 août 2012 - 07:59 .
                     
                  


            

Legacy_s e n

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Tileset Dynamic Grass Question
« Reply #11 on: August 18, 2012, 09:12:52 pm »


               you can animesh the water surface to get ripple like feature
               
               

               
            

Legacy_s e n

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Tileset Dynamic Grass Question
« Reply #12 on: August 18, 2012, 09:15:41 pm »


               should be doable even with applying flex on water surface, but never tried
               
               

               
            

Legacy_henesua

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Tileset Dynamic Grass Question
« Reply #13 on: August 18, 2012, 09:30:53 pm »


               excellent
               
               

               
            

Legacy_OldTimeRadio

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Tileset Dynamic Grass Question
« Reply #14 on: August 19, 2012, 12:39:50 am »


               

Pstemarie wrote...
I was wondering if there was a way to get grass to render on more than one material. I'm working on a swamp tileset (using Mirkwood as a base) for my module and want grass growing in the bog terrain, not just on the default marsh terrain. Is this possible?


It appears to be. 

Two methods:
1. A placeable with WOK which is set static and placed using adjust location at the center of a tile in the toolset.
2. "Double WOKing" a tile by having two separate WOKmeshes on the same tile.
3. Doping the model with additional face data.  See here

In the video below, the first area I enter into has had grass applied using the placeable w/WOK and the second area uses "Double WOKing":
'Image

"Double WOKing" the tile so as to get grass and the water at the same time involves taking the normal WOK with modifier already applied, cloning it, deleting all faces which you don't want the grass on, then selecting the remaining faces and changing their Material ID to grass.  Finally, it may be necessary to unlink and relink the original WOK to the model base in order for both WOK meshes to be written to the same file.  I found my smaller WOK was not written out/written out correctly when it was below the full-size WOK in the hierarchy.

These are just the WOKs for TTR01_G02_01.mdl, with the grass WOK lifted up a bit to clarify what I'm talking about.  Normally, both the water portion of the main WOK and the grass WOK would occupy the same space.

'Image

Both techniques appear to work but there could always be quirks or problems which makes further testing necessary.
               
               

               


                     Modifié par OldTimeRadio, 19 août 2012 - 02:53 .