Delta Force style grass
by Scott Schaefer · in Torque Game Engine · 01/20/2002 (8:43 pm) · 3 replies
I was wondering if any of you had any ideas on how to make tall grass or brush you could duck down into in a level. Delta Force has large terrain similar to TGE and I wanted to add that grass effect to certain areas of my map without killing my framerate.
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CHALLENGING QUESTION(OPTIONAL:)
Idea#2 Would it be possible to make such a thing (the patch of grass) dynamic so it could sway when collided with (to simulate wind from vehicles, etc...). I'm talking whole patches at once, not individually rendered blades ;).
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I'll settle for just the grass, though :)
Scott
*********************************************************
CHALLENGING QUESTION(OPTIONAL:)
Idea#2 Would it be possible to make such a thing (the patch of grass) dynamic so it could sway when collided with (to simulate wind from vehicles, etc...). I'm talking whole patches at once, not individually rendered blades ;).
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I'll settle for just the grass, though :)
Scott
About the author
#2
I would be willing to sacrifice resources in other areas
to make it look good, within reason.
Thanks
Scott
01/21/2002 (2:57 pm)
I wonder if it would look right when you were crouched down in it... Problem is, I really need it to do what I want with some levels. (sniper stuff : )I would be willing to sacrifice resources in other areas
to make it look good, within reason.
Thanks
Scott
#3
01/21/2002 (3:49 pm)
Mebbe this is way off target, but you might consider using a liquid. It would be hard to get the grass to part for someone walking through, but you could probably get a good looking grass-in-the-wind effect with careful texture use, and you could put up a 2d grass texture when you are below the top level -- like what is done with lava (that's what gave me the idea). Like I said, mebbe way off base, but I thought I would throw it out anyway.
Torque Owner David M. Byttow
Have 2 states (or more if you want)
1 static. Just sitting there (possibly waving a bit) and another which shakes around (walking in it) and possibly another that simulates wind (vehicle flying by)
You could do this by making a simple model (under 12 faces) and texture it with grass texture that has a transparant value (like was used in most high-detail objects in Half-Life)
That way, you can have grass that uses almost no processing power and will be animated AND allow you to us it for cover.
Sure, it will pry take a good deal of work to et it looking right but hell. You can have grass with almost no processing cost.