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Thread: Workaround for grass

  1. #1
    Basic Member MaxOfS2D's Avatar
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    Workaround for grass

    There used to be a workaround to make the tile-based grass be able to receive SFM lights: the command "r_grass_alpha_test 1"

    Turns out you also have to use "r_grass_allow_flattening 1" now. Hope that helps

    Bonus: it can use SSAO.

    You can set the commands to be "embedded" in the shot like this, so you don't have to type them in manually every time you launch the engine or before a render.


  2. #2
    Basic Member MaxOfS2D's Avatar
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    Double-posting just to show that this is a better way to embed the commands (whoops)



    By using these two density commands, you can exploit something neat, too!

    Density mode 2 makes grass spread in a fairly random pattern with orientations that are all over the place, instead of being oriented towards the south (the top-down gameplay angle). However, it also makes the grass way shorter. However, when you go back to the default density mode 0, you get back the length but the distribution doesn't change. I assume it's a bug, but it's one we can exploit to great effect

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