[REL] mod grass

juninho944
Posts: 7
Joined: September 18th, 2019, 5:32 pm

[REL] mod grass

Post by juninho944 » June 10th, 2020, 5:08 pm

my first mod, I'm still learning, some images. :don-t_mention:
AUTHOR: Juninho944
1.35 DX9
https://sharemods.com/1lwqwbswr2dr/gras ... 9.scs.html
1.37
https://sharemods.com/8o3di5py42ek/gras ... 7.scs.html
1.38
https://sharemods.com/rnkrftbkxtz9/gras ... 8.scs.html
grass_1.0_density_high
https://sharemods.com/ttamkyvygzxj/gras ... h.scs.html
Please Do not Re-upload, keep the original download links
tested on the original map. use above all mods. high grass density can cause yellow line, pmd exceeded, low fps.if you want to use default density use only grass_1.0_Going_East.scs
have a good time. ;)
Image

Image
Image
Image
Image
Image
Image
Image
Image
Last edited by juninho944 on June 27th, 2020, 3:07 am, edited 1 time in total.
User avatar
Arayas
Site Admin
Posts: 7467
Joined: December 15th, 2018, 3:25 am
Location: Romania
Contact:

Re: [WIP] mod grass

Post by Arayas » June 10th, 2020, 8:31 pm

do you replace SCS ones or standalone?
ImageImage Image
support@roextended.ro
www.roextended.ro
User avatar
maksef
Posts: 4
Joined: June 7th, 2020, 10:04 pm

Re: [WIP] mod grass

Post by maksef » June 10th, 2020, 8:37 pm

Nice!
juninho944
Posts: 7
Joined: September 18th, 2019, 5:32 pm

Re: [WIP] mod grass

Post by juninho944 » June 11th, 2020, 4:11 pm

Arayas autonomous, but I didn't create a detail_vegetation_def file, autonomous I don't know how to do it.
juninho944
Posts: 7
Joined: September 18th, 2019, 5:32 pm

Re: [WIP] mod grass

Post by juninho944 » June 11th, 2020, 4:12 pm

maksef thanks
juninho944
Posts: 7
Joined: September 18th, 2019, 5:32 pm

Re: [WIP] mod grass

Post by juninho944 » June 11th, 2020, 4:29 pm

Arayas you know where the textures are located.

Image
User avatar
Arayas
Site Admin
Posts: 7467
Joined: December 15th, 2018, 3:25 am
Location: Romania
Contact:

Re: [WIP] mod grass

Post by Arayas » June 11th, 2020, 8:42 pm

Textures are in many places, some in models, some in other parts. If you dont know how to manage pmd, mat files, make it replacement is easy.
Standalone will be an asset for mappers having more than one type of grass to use, Replacement it will be used like a normal mod, like Fael Enviroment.
ImageImage Image
support@roextended.ro
www.roextended.ro
juninho944
Posts: 7
Joined: September 18th, 2019, 5:32 pm

Re: [WIP] mod grass

Post by juninho944 » June 12th, 2020, 12:10 am

I do not know how to explain. but the texture changes color. I don't know how to fix it :lol:
User avatar
Arayas
Site Admin
Posts: 7467
Joined: December 15th, 2018, 3:25 am
Location: Romania
Contact:

Re: [WIP] mod grass

Post by Arayas » June 12th, 2020, 12:47 am

We ALL must get used to that glitch because SCS use pmd for LODs also, a model activated from far, other model activated from close view.
A crap who is gonna be a REAL game breaker, you will see a green hill and the next moment is turning yellow or whatever colour the mapper has intended to be. I see that in my map now, all is green and like in disco hall, the terrain is starting to pop-up, one yellow, other one brown and so on.
Probably another great find of SCS thinkers. The editor is fucked up BAD sience they removed from their game. Today i did a recompute, changing many prefabs, and from 536 sector files i've end up with over 900.
SCS is going with every update down to garbage. They dont have the gutts to fix the main game, traffic and graphics and they invent little shits like open window and FMOD.
This forum fixed their game in graphic area way far they even think or know how to do it.
ImageImage Image
support@roextended.ro
www.roextended.ro
User avatar
BenganJ
Moderator
Posts: 9589
Joined: December 15th, 2018, 11:54 am
Location: Gothenburg, Sweden

Re: [WIP] mod grass

Post by BenganJ » June 12th, 2020, 2:01 pm

@juninho944 & @Arayas

Does anyone of you use raised values for these two settings in the highest priority game_data.sii file?

Code: Select all

	# Currently we use:
	#
	# - first lod class for trees.
	# - second lod class for grass (detail vegetation).
	#
	# Note:
	# Make sure that (end - start) distance for grass
	# is not higher than end/9.0 for proper lod fading.
	leaves_lod_start: (980.0, 980.0, 980.0)
	leaves_lod_end:   (990.0, 990.0, 990.0)
---------------------------------------------------------------------------------------------------------------------------------------------
System: Windows 8.1
Processor: Intel Core i7-4790@
Memory: 16GB
Graphics: ASUS GeForce GTX1660Ti
Image
Post Reply