Digital Paint Discussion Board
Development => Mapping => Topic started by: y00tz on April 22, 2007, 08:57:34 AM
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I saw this : http://dplogin.com/forums/index.php?topic=5060.msg68512#msg68512
Earlier I made 3 grass models, and 3 matching skins; grass, shrub, mixture of smaller shrub and grass. I was planning on making these models like with the func_model that Zorch taught me earlier, and placing them as entites on the ground to make 3D, realistic-ish looking grass. This probably wouldn't kill the framerate for me, but would it work and look real, or would it just kill the frame rate for anyone without SLI..?
Cheers,
y00tz
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3d model way would you model grass just use better grass textures most likely they would suck on this game
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It would kill the framerate for anyone without a good video card, depending on what you're talking about.
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Plus, I dont think spamming grass models in a map would be a good and/or practical aproach.
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Would probably cause overflows or something for larger areas, too.
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Not to mention the forum overflow of "LOW FPS WTF?!?!" threads.
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One thing you could do is strategically place brushes in the following manner:
- Mist flag set on every face.
- Nodraw flag set on all but one face.
- Trans33 + trans66 set on the last face.
- Grass texture with alpha channel set on the last face.
Trans33 + trans66 uses the alpha channel for transparency, so you could make a texture with some grass blades sticking up, then place that at the edge of some bunkers and a few other locations just to give the effect of 3D grass without having to have 3d grass all over the place. This also would not use up entities like func_model does. ub_rooftop.bsp uses this approach for the flower beds.
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you can alway blend your textures between grass and ground or rocks