Realistic grass using 3ds max as the base.. (Wishlist)

Realistic grass using 3ds max as the base.. // Wishlist

1  |  

axel the fiery

Jul 2, 2006, 1:50am
Ok what I'm trying to say here is, I found a tutorial for making
semi-realistic grass with 3ds max.. Instead of having grass models, I think
this would be a great thing to add to world features, and be able to turn
off from the terrain dialogue when you select a cell of terrain. It would be
great yo be able to adjust the height, thickness, gravity, wind direction,
and clumpiness. OR you could add all that into the terrain dialogue as well,
so you could change each different cell to your liking, and maybe a cool
idea would be to be able to select more than one terrain cell at a
-Axel

sw comit

Jul 2, 2006, 4:38pm
Yea that'd be pretty spiff. In the meantime though, you can already create
the same grass system that modern top end PC games use like Oblivion. Just
create a nice looking grass sprite (eg
http://www.swcity.net/tex/flora1.gif), and put it a 2d picture object (like
in alphaworld that'd be pictwll2.rwx). Then just build a bunch and put them
in a star pattern, and some at lower angles and have them blowing around
using rotate commands. Then just select that whole cluster and dupe it all
around. Only downside is that its high in the object count.

- Com


[View Quote]

wolvie

Jul 4, 2006, 9:43pm
That's really nice grass, mind if I try it in my world?

And yes, setting grass through terrain would be great, Would also like to
multiply grass through particles, without it fading in and out.

[View Quote]

1  |  
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn