That would seem to be quite a challenge! Is this something someone's already done?
I'm kind of embarassed that I can't remember the filename but I could have sworn that grass was a six-vert rectangular model with danglymesh, and the model is created and destroyed in a relatively narrow area around the player, but only around them, and on the client side.
You can change the grass texture in the set because of the change in 1.67 but because it's a model, the sneakiest you could get (AFAIK) is attach a TXI to the grass texture you name in the .SET file. But to do what, I wonder?
Since there's no way (again, AFAIK) to start on a random frame using a TXI with
proceduretype cycle (you can do it with emitters), you couldn't use
self-randomizing emitters. However, if you were willing to give up the "creature wind" (i.e. danglymesh) of the grass, you could embed self-randomizing emitters into the geometry of each tile.
Even that I don't think would look very good, though it certainly could be used in really narrow cases to maybe make automatic variations on moss or something like that. You could maybe do a mix of regular tileset grass and embedded self-randomizing emitters. That might look better.
OnEdit: Or would the static nature of tiles get in the way of the self-randomizing emitter firing?
Modifié par OldTimeRadio, 20 août 2012 - 04:04 .