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Author Topic: Making kunai grass experiment  (Read 917 times)

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WxTech

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Making kunai grass experiment
« on: October 23, 2022, 05:02:45 AM »

I just cooked up a couple of P-40 wreck objects (resting on their bellies, to augment the existing upside down ones) at the request of genXgamer. He also queried about a means of making a kunai grass object. I immediately thought of carsmaster's wonderful grass carpeting work. So I grabbed a mesh of his and stripped out all but the farthest LOD in order to use the smallest number of polygons. I stretched the polys upward by an additional 2m, which justifies the sparser number.

Here's the result of this very quick experiment...

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WxTech

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Re: Making kunai grass experiment
« Reply #1 on: October 23, 2022, 05:07:56 AM »

Here's a wider view showing 4 of these objects laid out in a line:

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WxTech

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Re: Making kunai grass experiment
« Reply #2 on: October 23, 2022, 05:22:19 AM »

Here are 7 objects laid around a hump in the terrain, where there are three different slopes meeting at a common point. As long as the ground is not too strongly undulating the overlaps along the ridges do not have the grass strips sticking too high above the adjacent down slope.

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Mixx

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Re: Making kunai grass experiment
« Reply #3 on: October 23, 2022, 06:20:51 AM »

Dear Glenn,
The problem lies in the old Il-2 game engine.
Namely, the lighting of static objects. Especially in the evening, (at sunset), or at night.
Complete discrepancy between the illumination of landscape textures and static objects.
When using an object (grass), this effect is even more enhanced (shadow overlay, etc.)

In the evening or at night, when flying, object “grass”  glows and blinks like a Christmas tree ten kilometers away.
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WxTech

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Re: Making kunai grass experiment
« Reply #4 on: October 23, 2022, 06:45:08 AM »

The successful implementation of grass depends on the .mat file parameters. I know what I'm doing on that front.  😉
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WxTech

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Re: Making kunai grass experiment
« Reply #5 on: October 23, 2022, 06:54:21 AM »

Here's a shot in deep twilight, almost full night. The view was so dark that the ground (and grass) was almost black, and so I considerably boosted the image brightness so that anything could be seen.

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WxTech

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Re: Making kunai grass experiment
« Reply #6 on: October 23, 2022, 07:00:19 AM »

At the same time, looking more down Sun. As with the previous screenie, I had to considerably boost image brightness so that anything on the ground could be seen. Note how the grass has about the same tone as the runway; this is the Green Hell map.

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Mixx

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Re: Making kunai grass experiment
« Reply #7 on: October 23, 2022, 07:16:10 AM »

Very interesting,I see the kunai grass does not  flicker.

This means that it is possible to create multiple kunai grass objects with different surface areas.
And how does this object react to the roughness of the terrain surface ( map_H)?
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WxTech

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Re: Making kunai grass experiment
« Reply #8 on: October 23, 2022, 07:20:45 AM »

In reply #2 I show a number of these placed on a hump in the terrain, where three different slopes meet at a high point. In the static.ini entry is a field that sets whether the objet remains always level (as we want for buildings) of conforms to the sloping surfaces of the landscape.
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Mixx

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Re: Making kunai grass experiment
« Reply #9 on: October 23, 2022, 07:52:53 AM »

A very interesting topic indeed. And the object "kunai grass" I like more and more/
... I'm behind the times and missed a lot.
Is there a field in static.ini for registering an object in accordance  to the sloping surfaces of the landscape?
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WxTech

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Re: Making kunai grass experiment
« Reply #10 on: October 23, 2022, 08:21:57 AM »

As to the static.ini entry to have objects conform to sloping ground:

AlignToLand     1

Setting to zero keeps the object always vertical, no matter the ground departure from level.

Here's the second go at the kunai grass. I've made 3 LODs, structured so that the grass becomes less prominent at farther distance by decreasing the opacity. The texture has been given a darker green toward the roots and a yellow-orange toward the tips.

Here we see how 'buried' an A-20 becomes when sitting amongst the grass.

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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Mixx

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Re: Making kunai grass experiment
« Reply #11 on: October 23, 2022, 08:33:40 AM »

It turns out very nice!

As to the static.ini entry to have objects conform to sloping ground:

AlignToLand     1

Setting to zero keeps the object always vertical, no matter the ground departure from level.
I have been making maps for over 10 years, but I did not know this, as well as many other things
Thanks
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