Growing Grass in Valley

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TMarc
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Re: Growing Grass in Valley

Post by TMarc »

Hubby wrote::roflol:
LOD LOD LOD
You mean: the nearer the shorter the grass?
It would be LOG then (Level Of Grass) :mrgreen:
Hubby
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Joined: 15 Jun 2010, 18:30

Re: Growing Grass in Valley

Post by Hubby »

TMarc wrote:
Hubby wrote::roflol:
LOD LOD LOD
You mean: the nearer the shorter the grass?
It would be LOG then (Level Of Grass) :mrgreen:
Haha Good One TMarc :thumbsup: .. LOG !
JumperJack
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Joined: 15 Jun 2010, 11:05

Re: Growing Grass in Valley

Post by JumperJack »

tcq wrote:
JumperJack wrote:
pjw wrote: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...
that's spot on. offroad parts on grass are very hard or maybe even impossible due to not being able to see where to go, and not seeing the next part of tarmac until you're already on it (or crashed against a fence, of course).

for now papy's solution to turn off 3d decals seems the best, but i'd prefer some kind of new block-solution in the near future. :)
It works, but the grass in valley looks so good and it's a shame to disable it just because of the need to be competitive. Some kind of path function would be great as indicated in the picture by TMarc.
yeah, but then i'd still prefer simply 'tall grass' and 'short grass' blocks. or some kind of other smart solution. paths could work as well but then you'll probably need a whole new blockset (with corners, etc.); thus the other solution seems more feasible on a short term, i think.

in any case, people playing valley competitively surely have a disadvantage if they have 3d decals turned on.
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Demented
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Re: Growing Grass in Valley

Post by Demented »

I like the grass decals but not where it blocks my view.
I've noticed while driving over the grass decals they disappear so, here's an idea that should be possible...
What if you could "paint" or mark areas (similar to setting media tracker triggers) that removed decals or simply didn't place them during shadow calculations. Then you could pre-create trails through the grass if you need them or eliminate them all together from a map and it wouldn't affect anyone's official times or anything.
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hacki65
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Re: Growing Grass in Valley

Post by hacki65 »

I have also problems with this stupid grass. I drive at cam 3 and in this case Valley on grass is a horror.

This is what i see: nothing :)
Image

BTW: not only the grass is problematic, the field is it too (the same ugly viewing in cam 3).

Please Nadeo fix this. I do not want deactivate 3D decals only to drive valley in a good way.

(Sorry for my bad english)
YonCan
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Re: Growing Grass in Valley

Post by YonCan »

It looks nice, but it's too high, I agree. It's more shrubbery than grass. If the envi would be called African Savannah, okay ;) ... Anyway, not only with internal cam it's difficult to find your path offroad. Or not to crash at boundary walls, little stakes and fences. While building my last track, I was forced to make a custom cam with the MT for a short offroad section, so the player doesn't bump against every obstacle that is lower than the grass.

Does anyone have a good lawn-mower? :roflol:
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stevenamtaan
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Re: Growing Grass in Valley

Post by stevenamtaan »

YonCan wrote:Does anyone have a good lawn-mower? :roflol:
I think we would need more of a tractor/slasher to get through some of that tall grass and a rotary hoe to plough the stubble left in the corn fields .. :lol:
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