Grass

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Grass can be painted onto landscape vertices by assigning it to a Land Texture. Grass generation is random, and persistent only within a single instance of the game (it is not save baked).

Grass Dialog

  • Art file: Filename for grass model. Click the Edit button to browse for .NIF file.
  • Density: Percentage chance for a landscape vertex to generate grass.
  • Min Slope: Minimum height difference between landscape vertices for which grass is allowed to generate. Minimum value is 0.
  • Max Slope: Maximum height difference between landscape vertices for which grass is allowed to generate. Maximum value is 90 (right angle).
  • Position Range: Multiplier for the range that grass can be horizontally offset from the landscape vertex grid. Maximum value is 512.0000. A value of 1.0000 results in no offset.
  • Height Range: Range of height variation allowed for grass. Maximum value is 1.0000.
  • Color Range: Strength of variable color lightness applied to grass. Higher values are darker. Maximum value is 1.0000.
  • Wave Period: Controls the speed of the waving effect. Higher values are faster. Maximum value is 100.0000.
  • Vertex Lighting: Allows grass to receive sunlight.
  • Uniform Scaling: Makes height range also affect horizontal scale.
  • Fit to Slope: Makes grass try to conform to slopes so that it is orthogonal to the landscape.
  • At the bottom of the Grass Dialog there is an option to control how generation is affected by water.

Notes

  • Grass is not rendered in the GECK.
  • Grass meshes can be visualized in NifSkope by replacing the TallGrassShaderProperty block with a supported shader type, such as BSShaderPPLightingProperty, and lowering or removing the alpha.

See Also