Growing Grass in Valley

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zootie
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Growing Grass in Valley

Post by zootie »

Not sure this has been mentioned before.. can't find a similar post ... but here goes

Once I validate and compute shadows... the grass grows :roflol: which makes some of my tracks impossible to see where to go... :shock:

Is there a way to overcome this ? I tried the lowest computations but still the grass grows..and i didn't even water it !! :lol:
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eyebo
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Re: Growing Grass in Valley

Post by eyebo »

There's a herbicide that can permanently keep the grass at bay. You can activate it by going into your launcher's advanced settings and unticking "3D Texture decals". Of course, it only affects what you can see. Other players will still see grass on your map. ;) But that's their problem I suppose.
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zootie
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Re: Growing Grass in Valley

Post by zootie »

Thanks.. but really strange that one can validate a track and then it changes afterwards.
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PapyChampy
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Re: Growing Grass in Valley

Post by PapyChampy »

You can use eyebo's tip, or you can simply validate your track before computing shadows.
Since you don't add any blocks afterwards, works fine.
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zootie
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Re: Growing Grass in Valley

Post by zootie »

PapyChampy wrote:You can use eyebo's tip, or you can simply validate your track before computing shadows.
Since you don't add any blocks afterwards, works fine.
Not too sure what you mean by that. I normally validate my track, then compute shadows. Are you not perhaps saying validating after computing ?

eg. before :

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After :

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Last edited by zootie on 20 Jul 2013, 05:05, edited 1 time in total.
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pjw
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Re: Growing Grass in Valley

Post by pjw »

I think what Zootie is saying (and I'm sure he'll correct me if I'm wrong) is that it's not a problem for validation--it's a problem for those driving the track after validation.

This is a problem for the player, when a track can be easily driven by the author, but overgrown and tricky to navigate once the grass grows, and you can no longer easily see the ends/edges of low rails, etc.

The tall grass is very cool looking but there should really be a way to flag a square as "cut grass", and force it to stay clean for easier driving. Perhaps an "empty" block could be created that simply acts as a filler to keep the grass down?

Turning off 3D decals is a solution, but a drastic one. :( I like the tall grass, but not everywhere...
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zootie
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Re: Growing Grass in Valley

Post by zootie »

Spot on PJW !!
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Keras
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Re: Growing Grass in Valley

Post by Keras »

Imo it should be neccessary to compute shadows before validating a track. The shadows alone can make a big difference in how easy a track is and the author should drive it in the same condition as everyone else has to afterwards (then they might be able to see that a part of the track is too dark and needs some lights). The grass just adds to that.
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zootie
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Re: Growing Grass in Valley

Post by zootie »

I concur.
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Skeleton
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Re: Growing Grass in Valley

Post by Skeleton »

Someone else contacted me about this so I removed it for them with a mini mod.
It's only a very small mod so easy to host and fast to show to others I would presume.
This mini mod removes ALL decals like asked by someone else.
You can remove some of the files to suit your needs so some decals will show again.

https://www.dropbox.com/s/oykxevu47oh54u3/NoDecals.zip

btw if anyone wants me to I could try and make a mini mod shortening the grass and make some of the foliage smaller (trim everything back a little)

Before using mod.
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Using Mod.
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