View Full Version : Problems with grass
i have some problems with the grass http://forums.bistudio.com/oldsmileys/confused_o.gif
I'm a custom texture with the name trava to have the
grass overlayer on the texture.
Now i have some places on the map were the grass wont show up properly.
There are 3 stages of the grass:
1) normal grass with no problems
Stage 1 (http://img518.imageshack.us/img518/3454/picture003ft6.jpg)
2) with some buggy overlayer:
Stage 2 (http://img147.imageshack.us/img147/4947/picture002qg9.jpg)
3) The worst case:
Stage 3 (http://img72.imageshack.us/img72/2593/picture001nj5.jpg)
My island settings:
Size: 256x256
grid: 50
Sat img: 12800
Sat cell: 512
Sat overlay: 16
The island was tested on different pc's and all have the same result.
Anyone else had this problem before and is there a way to fix it ?
best regards
The-f
Linker Split
Mar 29 2008, 08:54
can you post the RVMAT you are using for the grass?
I made a custom grass for my island, naming the texture grass_mix_ca (not trava) and i don't encounter any problems
ambient[]={0.900,0.900,0.900,1.00};
diffuse[]={0.900,0.900,0.900,1.00};
forcedDiffuse[]={0.0200,0.0200,0.0200,1.00};
emmisive[]={0.00,0.00,0.00,0.00};
specular[]={0.00,0.00,0.00,0.00};
specularPower=1.00;
PixelShaderID="NormalMapDiffuse";
VertexShaderID="NormalMapDiffuseAlpha";
class Stage1
{
texture="ace_island_everon\data\trava_detail_nohq.png";
uvSource="tex";
class uvTransform
{
aside[]={10.00,0.00,0.00};
up[]={0.00,10.00,0.00};
dir[]={0.00,0.00,10.00};
pos[]={0.00,0.00,10.00};
};
};
class Stage2
{
texture="ace_island_everon\data\trava_detail_co.png";
uvSource="tex";
class uvTransform
{
aside[]={10.00,0.00,0.00};
up[]={0.00,10.00,0.00};
dir[]={0.00,0.00,10.00};
pos[]={0.00,0.00,10.00};
};
};
Linker Split
Mar 29 2008, 10:00
try to change the png to paa... then... my grass RVMAT is:
ambient[] = {0.4,0.4,0.4,1};
diffuse[] = {0.4,0.4,0.4,1};
forcedDiffuse[] = {0,0,0,1};
emmisive[] = {0,0,0,1};
specular[] = {0,0,0,1};
specularPower = 1;
PixelShaderID = "Grass";
VertexShaderID = "Basic";
mainLight = "Sun";
renderFlags[] = {"AlphaInstancing","AlphaTest64"};
fogMode = "Fog";
will try tomorrow.
thanks for the help !
did not helped http://forums.bistudio.com/oldsmileys/confused_o.gif
Linker Split
Mar 30 2008, 19:47
then try to use my RVMAT http://forums.bistudio.com/oldsmileys/wink_o.gif
i used paa's and your RVMAT
Linker Split
Mar 30 2008, 20:23
try to name the texture not trava, but for example grass_tex_ca.paa
OOOOhhh yes, this is the almost famous clutter bug that I encountered with CWR.
We found no solution as yet, the only way we managed to overcome it, albeit only as a temporary measure was to change some values for clutter (distance etc) in the config.
This did not fix the issue, but only masked it and in the process induced some lag when using the CWR Demo.
Planck
.kju [PvPscene]
Mar 31 2008, 06:13
Lovely. http://forums.bistudio.com/oldsmileys/confused_o.gif
Thanks for the info Planck!
PS: You didn't ask anyone from BI about by chance?
It is not a bug, de-pbo the hotfix and you'll see how its done
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