• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • ✅ The POLL for Hive's Texturing Contest #33 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!

How Can I Cover The Entire Map In Grass?

Status
Not open for further replies.
Could you give us more information, or screenshots of the actor for the grass?

There really isn't much to it.

This is how I've tested out the model so far.

JASS:
libNtve_gf_UnitSetVariation(lv_u, "DynamicGrassAgria", lv_i, "");

This function when not given a texture "" uses the models default texture. Even so I have looked for the grass texture and not been able to find it. I'm not sure if maybe my editor is just messed up or something about the grass being dynamic means it normally uses a generated texture... I don't know. The problem is it appears black ingame.

Attached pic related.
 

Attachments

  • Black Grass.png
    Black Grass.png
    2.6 MB · Views: 158

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,233
The only efficient way to do this would be to break the map into grass units. These units represent an area of grass. As these units get "more eaten", they remove grass actors from around their area. Likewise, when they "regrow" they respawn grass actors randomly in their area.
 
Status
Not open for further replies.
Top