Mapdev:grass
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Grass is entirely optional, but can be customized via map parameters and adds a nice touch to your map.
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Example Grass Disribution | In Game Result |
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Specification
mapinfo.lua
local mapinfo = { ... smf = { .... grassmapTex = "", .... }, ... resources = { ... grassBladeTex = "", grassShadingTex = "", ... }, ... grass = { bladeWaveScale = 1.0, bladeWidth = 0.32, bladeHeight = 4.0, bladeAngle = 1.57, bladeColor = {0.59, 0.81, 0.57}, }, ... }
Blade Wave Scale
Defaults to 1. It specifies how much the blades will wave in the wind. Higher makes them wave more.
Blade Height
Default is 4. Defines the length of the blade of grass in elmos.
Blade Angle
Default is pi/4. It defines how much each blade of grass curves.
Blade Color
does nothing when blade texture is set.
Distribution Image
Formerly Feature Map. Grass distribution is defined by blue pixels, the more blue the pixel is (the closer to blue 255 it is), the thicker grass will be at that location.
File Location | The distribution map is an intermediary file compiled into the SMF/SMT files using MapConv or MapConvNG, it can also be specified in the mapinfo.lua | ||||||||||||||
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File Format | Any that Mapconv programs support | ||||||||||||||
Colour Depth | 8bpp | ||||||||||||||
Channels | Greyscale | ||||||||||||||
Resolution |
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Shading Image
- If a shading image is not present, the minimap will be used in its place.
File Location | ./maps/ |
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File Format | PNG, TGA |
Colour Depth | 8bpp |
Channels | RGB |
Resolution | Any, recommended powers of two, will be stretched over the terrain. |
File:Grassmap Map example.jpeg‎ | ![]() |
Example | Result |
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Blade Texture
Specify a texture for the individual grass blades. The grass blades go from top to bottom, vertically.
File Location | ./maps/ |
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File Format | PNG, TGA |
Colour Depth | 8bpp |
Channels | RGB (alpha does nothing here) |
Resolution | Any |
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Example | Result |
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