I know somebody knows this. Here is the old question, which I also need an answer to:
I am trying to get the values used to get the same movement as the default grass in rural area's.
what is the period, tightness and displacement?
i have tried to locate the default grassbut with no success.
It is either A:) Hardcoded or
B:) 0,0
Although you CAN find a reference to "grass.txi" and "oldgrassinfo.txi", both found in the textures01.bif, where the OldGrassInfo.txt has real numbers filled in for it and uses 2 AND 3 columns of data whereas the grass,txi only mentions downsamplemax 0, downsamplemin 0 as the to bits of data affected.
The OLDGRASSINFO.TXI has 2 floats followed by 3 floats in each row. As to what they actually do or mean, I have never found any information, nor attempted to add/modify that data via the grass.txi file to see what happens.
The GRASS.TXI only has a single float in each row, as downsample min/max.
Thus it appears as if grass.txi and grassinfo.txt are used in two different fashions, and likely not directly related. Especially since the grassino file is preceded by "oldgrassinfo" etc. Something changed during game development in the base engine so some files exist in basically an archive format and are no longer used.
the [GRASS] section on each tileset controls whether or not grass motion is enabled, and it's density per square and max height, the rest is just color data for that grass. Soooo GRASS is a multi-modified object with no direct .MDL used, so it is game engine controlled.
Personally, I believe it is a default, hard-coded bit of the exe and not something that was adjusted via the various txi files in the actual, as released, game.
Note that CTP did during various testings, attempt to create a NEW grass.mdl, but since we had nothing to base it on,. we ended up with nothing showing up or a complete black mess and at least one other result that I can't remember other that to say that it did NOT give us what we expected. It also adversely affected all instances of grass in game depending on hak load order or whether we attempted via override. Basically just a mess so we gave up on that pretty quickly.
Since grass.txi only has down-sample min/max, there really is not much you can do with that, as it truly only affects total resolution issues pertaining to the base grass.tga or .dds that you provide. That texture, doesn't apply an image to a specific mdl defined so creating a NEW grass.tga didn't truly help much. It allowed us to change basic color etc, but did not seem to follow a pattern we could truly use. IE a grass stem with a tuft at the top etc,