
[ Updates] mod grass
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SCS as a company do not wish to have paid mods on this forum. While we understand that not all paid mods use the Intellectual Property of other companies/people, it is very hard to moderate what is and isn't acceptable when money is involved. There are also concerns that it could look unfavorable to potential work partners going forward if SCS allow mods that may potentially use unlicensed branding.
Posting in the Mods forum (ATS and ETS2) is restricted to sharing free-to-the-public mods and providing support for mods. For more details, please check chapters [4] and [5] of Forum Rules.
SCS as a company do not wish to have paid mods on this forum. While we understand that not all paid mods use the Intellectual Property of other companies/people, it is very hard to moderate what is and isn't acceptable when money is involved. There are also concerns that it could look unfavorable to potential work partners going forward if SCS allow mods that may potentially use unlicensed branding.
Posting in the Mods forum (ATS and ETS2) is restricted to sharing free-to-the-public mods and providing support for mods. For more details, please check chapters [4] and [5] of Forum Rules.
Re: [WIP] mod grass
Just do what you can dear juninho944 

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Re: [WIP] mod grass
I solved the problem with that color change and it came when the game was going to dx11
try to look at this topic, maybe it will help you: viewtopic.php?t=279085
And this too big texture, try to play with the numbers in the material for the texture, I think it's the line aux[2] you can also find it in the link I attached
try to look at this topic, maybe it will help you: viewtopic.php?t=279085
And this too big texture, try to play with the numbers in the material for the texture, I think it's the line aux[2] you can also find it in the link I attached
Re: [WIP] mod grass
Old maps are a tangle of terrain modeling problems and poor vegetation... A mod that adds massive vegetation like in the Baltic Sea or Corsica would be the solution and something great.
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Re: [WIP] mod grass
MirusoxCreations it looks like it worked. but how will I know the exact values of the terrain?

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Re: [WIP] mod grass
@juninho944 exact values? thats hard, you also have to think of several factors... texture size, if you use 512x512 and texture before was 1024x1024, so the texture in the game will appear large as in your case. And vice versa, if the texture was 512x512 and the new texture has 1024x1024, then it will be bigger in the game the effect will be the opposite and the line aux [2] is used for that. Thats not exactly possible, so you have to use the method try and mistake. You will come to this method very quickly
- LegoTechnicFanBoi
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Re: [REL] mod grass
Awesome, thank you very much dear juninho! 
Re: [REL] mod grass
Good job, this might be the first vegetation mod that I really like.
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