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WIP Making use of different grass types

ANSEL

Corsair
Storm Modder
Hearts of Oak Donator
I "coas" there is a "Foliage Quality" option, it turns the complexity op and down.
Maybe less foliage will be better?
 
As I recall that option has 4 settings. None, low, medium, high. I do not recall the grass moving in COAS.
 
I really don't like that COAS grass in POTC. If it is here to stay, the Foliage is set
to high. Is there a way I can take it away ( want to see how the game act without it).
And also how to bring the old poct grass back?I want to do that too.:confused:
Sometime that coas grass is flickering, and all over the game is coming to be hard for
my eyes.:(
 
Restore resource\textures\grass\grass.tga.tx from Beta 3.5 or earlier.
Maybe I should actually do that with the next update anyway.
Apparently this new grass isn't working out so well in PotC....
 
I really don't like that COAS grass in POTC.


It does look a bit strange - especially in towns where there are big clumps of it.

It is not too bad in the jungle .

It looks more like plants than "grass" - if it did not move so much it would be good for jungle locations. :yes

:drunk
 
If there was just a low Foliage it will fit the towns well ,I think.
But garden flowers all over in the jungle I don't know what to
say to that?:shrug
 
I think we could add a check for the grasspatches to check if we are in a jungle location. If so we use this grass and else we use the normal.
Or have an attribute in the location about which grass to use.
Would that work?

What do you think @Pieter Boelen
 
Do you have any clue where to find the control over such texture is loaded?
I'd expect it to be one of those engine things that we cannot touch.
Also: Is it worth the effort when we can just go back to stock PotC grass?
 
You guys decide; I'll happily undo the change if that is the easiest.
 
I want to delete that resource\textures\grass\grass.tga.tx files.Can I do
that and keep the running anyway? I want to see the influence on the
graphical quality if I do so. I don't like that coas grass at all, if you want
it to stay, please turn the Foliage down. When I walk in the jungle, I can
see how slow its are loading forward me.:(
 
I want to delete that resource\textures\grass\grass.tga.tx files.Can I do
that and keep the running anyway?
Just put back the version from Beta 3.5 or earlier.

I don't like that coas grass at all, if you want
it to stay, please turn the Foliage down.
I.... don't even know what "turning down the foliage" means let alone if it can be done. :confused:
 
Do you have any clue where to find the control over such texture is loaded?
I'd expect it to be one of those engine things that we cannot touch.
Also: Is it worth the effort when we can just go back to stock PotC grass?

I've seen some code recently. Will look for it again today.
 
Code:
bool LocLoadGrass(aref loc, string sat)
{
    string grs = loc.(sat);
    string tex = "";
    sat = sat + ".texture";
    if(CheckAttribute(loc, sat) != 0)
    {
        tex = loc.(sat);
    }
    return SendMessage(loc, "lss", MSG_LOCATION_SET_GRS_PATCH, grs, tex);
}

This is from location_loader.c
I believe this is where the texture is set.
This is where it's called:

Code:
    aref st, at, lit, lit1;
    string sat;
    makearef(st, loc.models.always);
    int num = GetAttributesNum(st);
    for(i = 0; i < num; i++)
    {
        at = GetAttributeN(st, i);
        sat = GetAttributeName(at);
        if(sat != "grassPatch")
        {
            sat = "models.always." + sat;
            res = LocLoadModel(loc, sat, "");
            if(res == 0)
            {
                traceif("LocationLoader: not loaded model location." + sat + ", id = " + loc.id);
                traceif("Unload location.");
                UnloadLocation(loc);
                return false;
            }
        }else{
            LocLoadGrass(loc, "models.always." + sat);
        }
    }

So from what I can see if you have a line like this in the location init file:
Code:
Locations[n].models.always.grassPatch = "JUNGLE06_g";

You can add the :
Code:
Locations[n].models.always.grassPatch.texture = "texturename";
line to set a specific texture for it. So it seems we do have the functionality already. So I'd say we use the old grass as default and change the texture in the init files where we think it's needed.
 
The COAS grass delivers a performance hit? I did not think it would do that to anyone and it might look better. In that case it is not needed although I will keep it for meself.
 
The COAS grass delivers a performance hit? I did not think it would do that to anyone and it might look better. In that case it is not needed although I will keep it for meself.


:yes


I think it is best to go back to the original POTC grass.

:drunk
 
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