Front Warrior's Instanced Grass 100k-384k polygons per frame
Sure, that would be great!
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Ok here's some more. I have no use for them because they were for the incorret game location.
I think Korea.
But I think they're fine. FREE of course!
http://www.mediafire.com/download.php?or2zflmyymh
But I think they're fine. FREE of course!
http://www.mediafire.com/download.php?or2zflmyymh
Last edited by ACE247 on Fri Jun 11, 2010 2:26 pm, edited 1 time in total.
great, thanks 
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
maybe your idea is the better solution, but "this would not work" is not correct:devsh wrote:this would not work
I'd have to get out in a field, get a picture looking from above of 20cm tall grass, use that as ground


just a short proof of concept, using one of the textures from ACE247 (thanks btw
also please ignore the lines floating above the grass in screenshot 1, there seem to be problems with the texture transparency....
@devsh Thats some neat handiwork
but i think its a little too big maybe. Could you post a screen of how that looks like when combined with grass. Also you could add some inconsistencies to that texture(like blend it with a noise texture), to add variations or blend in some sand. Like these I made


They fit perfectly without tiling issues.
(NOT FREE! these are just as examples and you may use them in a private build, but not in a public one.)


They fit perfectly without tiling issues.
(NOT FREE! these are just as examples and you may use them in a private build, but not in a public one.)
Last edited by ACE247 on Sat Jun 12, 2010 8:35 pm, edited 4 times in total.



