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Better grass

Posted: 13 Jun 2005, 11:41
by AF
Ok the grass could b better, althoughw e dont want 20 poly grass ebcause it's too numerous and we dont want to icnrease the amount of grass immensly because of slowdown.
I'm thinking multiple grass models with slightly different colours.

Posted: 13 Jun 2005, 11:49
by [K.B.] Napalm Cobra
Or have the grass have a more non uniform model.

Posted: 13 Jun 2005, 15:05
by Warlord Zsinj
I don't mind the grass. There are many more things I'd rather see changed. Have a look at the shots I posted in the Wee Spring thread of SWTA infantry roaming among the grass. I think it looks very nice.

Compare that grass to a professionally made game, such as Rome: Total War, and you'll see it is on par, if not better.

The only thing I can suggest relating to grass (and trees) is some shifting in the wind.

Posted: 13 Jun 2005, 15:59
by AF
Oh yeah swaying, and maybe some water movement according to wind tho that might be too much....

Posted: 13 Jun 2005, 16:40
by shnorb
i dont think we should limit any aspect of spring. computers are only becoming more and more powerful, when i buy something a little more classy i dont want there to be any poly limits to anything! there should be a dropdown box of options for many of the game aspects. ie:

grass detail:
-none
-2d
-low poly
-high poly
-extreme poly

-animate on/off

Posted: 13 Jun 2005, 18:58
by AF
The problem si how do we make the improovments in 2+ poly grass noticeable without incurring a great problem of how small and numerous grass is?

Any improovements on grass should involve numerous types of grass, wild grasses ordinary rgasses greater amounts of rgass, btu rgass itself doesnt need to eb any more complicated model wise, just a few different slight variations in size and colour anda sway in the wind and thats it, anything mro would be far too much overkill and the gain would not justify the means.

Posted: 13 Jun 2005, 19:00
by shnorb
yeah i agree... i was more generalising for other things in regards to the poly count... like trees for instance...

hmmm :-) leaves on trees blowing in unison with the grass would look awesome...

Posted: 14 Jun 2005, 08:38
by Doomweaver
If you want to make grass look better, just make it smaller and more numerous. That+Anti-aliasing is the way to go.

Posted: 14 Jun 2005, 10:31
by AF
I was thinking more of a variety of grass to make it more multitonal+realistic. no model changes save possibly bending one way the other or straight up and slight colour changes.

Posted: 14 Jun 2005, 14:22
by Doomweaver
Perhaps slight changes in grass color would be a good idea.

Posted: 14 Jun 2005, 19:21
by Dragon45
Eventually I'm sure that mapmakers will be able to place grass, determine grass density perhaps some color variation, etc. I can't imagine it would be to ohard to code, in any case.

Posted: 14 Jun 2005, 19:27
by AF
Actually grass colour variation should be determined automatically based on a colour provided by the map maker or green if no other is specified. But colour variation would make a big improovment.

Also atm I think the grass is too dark and the green needs to eb lighter.