3D Grass issue

Discussion in 'Content Creation' started by Rydog106, Feb 11, 2015.

  1. Rydog106

    Rydog106
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    I am working on a map but when I add the grass "paint" there isn't any 3D grass. How do I add it?

    Using steam. Not in the beta. (Opted out of the betas)
     
  2. vladmir poopin

    vladmir poopin
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    its not the grass painter that adds the 2d grass find the 3d grass painter thing it should be around the same area as the tree painter thing
     
  3. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    Grass is done using 'groundcover' element from the level thing (the same way you add a sky box or clouds).
    Then you can set it to add a certain type of grass on one type of ground paint.
     
  4. Aboroath

    Aboroath
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    Like Nadeox says the groundcover utility is what you need. It's WAY to complicated to post instructions and I highly recommend going through the
    Torque3D documentation. They have stock documentation that is very effective on groundcover creation.
     
  5. KennyWah

    KennyWah
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    Step 1: Open Map

    Step 2: Make sure you're in Windowed-mode or Borderless Windowed

    Step 3:
    Hit F11

    9bace03f93.jpg

    Step 4: Under Scene Tree [upper left], click Library>Level>Environment>And add a "Ground Cover" Element

    f592cd6d5c.png

    Step 5: Name it something with no spaces as spaces will break you're map and hit "Create New"

    a34b184ad4.png

    Now we will map the Texture and Ground Cover

    Step 6: Go to Scene in Scene Tree

    398d944701.png

    Step 7: Find you're Ground Cover [Now you can move it to the top or in a SubGroup folder if you like]

    656ec3bd9b.png

    Step 8: Now select it and in the Inspector under the subsection "GroundCover General" Click The sphere next to "Material"

    41c1b83ec6.png

    Step 9: Select on the left side of the window the "All" under "Types" Sub Category and under "Tags" Select "Natural" and "vegetation" Sub Categories

    If you have custom sprites this will step will differ, otherwise follow as normal

    For basic testing purposes were gonna use "BNG_Grass_.."

    c277e45eb8.jpg

    Step 10: Select you're Ground Cover again, under "GroundCover General" hit the "+" under "Types" and "0"

    63aa9550e0.png

    Step 11: Open you're billboardUVs, in here we are gonna drag the handle to what you see in the image, this will limit and cutoff the sprites used

    0538bc07a5.jpg

    Step 12: Under types and 0 again go and hit "Layer" in here select the layer you wish to add the Ground Cover to.

    09b3dd06e5.jpg
    Step 13: Under "GroundCover General" find the Seed and Max Elements options and adjust as needed

    Seed - Will Re-seed the vegitation to move them around, useful if you have 2 or more GroundCover Elements on one texture.

    Max Elements - Changes how much GroundCover there will be

    75 000 Elements
    3d5cd04bd5.jpg

    400 Elements
    0e315705d4.jpg

    Step 14: Go into Types and 0 again for advanced Features, Find the sizemax and sizemin values

    These are pretty self explanatory

    -Sizemax = 1
    -Sizemin = 1
    4f79d5be80.jpg

    -Sizemax = 3
    -Sizemin = 0.15

    f4b9135932.jpg


    Step 15: If you want a different GroundCover here is a second example, I am gonna use grass_field this time

    -Remember, to change the groundcover, you want to go set you're material under "GroundCover General"

    7b73087214.jpg

    Step 16:
    We are gonna use the big grass in this UV Sprite, so got back to types and 0 and hit the billboardUVs

    1c44b104ee.png


    5e5609bbce.jpg


    Step 17: Now we will fit the UV to the desired Sprite

    2589da6f7a.jpg

    Here I've used some very advanced options to get some very different effects.

    "GroundCover General"

    -Max Elements = 2500

    -Grid Size = 5
    -Seed = 35

    "Types" and "0"

    -Probability = 2

    -Sizemax = 3
    -Sizemin = 0.15

    -windscale = 0.5

    -minClumpCount = 2
    -maxClumpCount = 4
    -clumpExponent = 2
    -clumpRadius = 0.75

    Note: If you're GroundCover is fading to quick or too close to you, adjust the "dissolveRadius" Value, increase it to be closer or right on the "radius" value but no higher that the "radius value"

    Results

    aaec9fcdda.jpg


    Note: Map is DesertHighway_By_iheartmods
    and I mapped it to the "Sand" texture contrary to what was shown above
    07bbc953f7.jpg


    ENJOY! [Don't forget to press CTRL+S to save]

    [Edit: It will also save a .mis file in you're cache, please grab this and place it in you're actual map folder so it doesn't get lost after clearing you're cache]
     
    #5 KennyWah, Feb 12, 2015
    Last edited: Feb 12, 2015
  6. pleclair

    pleclair
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    But this is overly complicated.... it should be working otherwise. If you load a default map and paint on an official terrain, you will get 3d grass as you paint the grass texture on the terrain.

    However, if you create a new map, and create a terrain yourself, even tho you name your grass layer "Grass" it doesn't add the 3d grass like the OP want, and like I wanted to.

    This makes it a lot easier to make sure grass only ends up on grass texture... and not elsewhere...

    I already made a post about it, but it has yet to be answered...
     
  7. Straubz

    Straubz
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    an easy way is to open one of the official maps .mis files and find and copy the ground cover from there, making any necessary adjustments needed.
    Atleast this is the method i was shown and works quick and easy.
     
  8. LJFHutch

    LJFHutch
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    Environment Artist
    BeamNG Team

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    * Terrain layer (this gives the map textures)
    * Grass object (this applies grass to a specific terrain layer which you must manually set.

    If you don't have those two it won't work.
     
  9. KennyWah

    KennyWah
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    That whole process actually takes about 10-20 min.. it only looks long because I have to make it assuming the person knows absolutely nothing about anything thus making it fool proof.
     
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