My bad - try adding
<tree-effect>Effects/tree-grass</tree-effect>
<material>
<effect>Effects/airfield</effect>
<name>Grass</name>
<name>Airport</name>
<name>AirportKeep</name>
<name>Greenspace</name>
<texture>Terrain/airport.png</texture>
<xsize>125</xsize>
<ysize>125</ysize>
<light-coverage>4000000.0</light-coverage>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<solid>1</solid>
<friction-factor>0.7</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.1</bumpiness>
<load-resistance>1e30</load-resistance>
<tree-effect>Effects/tree-grass</tree-effect>
<!--uncomment this to get volumetric grass on airport keep -->
<wood-coverage>3.0</wood-coverage>
<tree-texture>Grass/grass5a.png</tree-texture>
<tree-varieties>5</tree-varieties>
<tree-range-m>200.0</tree-range-m>
<tree-height-m>0.4</tree-height-m>
<tree-width-m>1.0</tree-width-m>
<!--END uncomment this to get volumetric grass on airport keep -->
</material>
I added it and it corrected the shadow showing up on the grass but I am getting 3 quads on grass regardless of shadow on or off.
To confirm - you see three grass quads if you switch shadows off in the GUI and the GUI triggers a scenery reload?
What about trees when the shadow is off and the GUI has initiated a reload - they should have three quads then as well
Thorsten wrote in Sat Feb 28, 2015 11:17 am:The Wiki already is your friend...
I'm almost certain the shot in question is a still image and has been postprocessed by graphics software, because I for sure can't run that vegetation density on my gaming rig without going into single digit framerates.
wlbragg wrote in Sat Feb 28, 2015 3:36 pm:The section your looking for starts around lines 498 in fgdata/Materials/regions/global-summer.xml
Automatic and gradually tile/grass amount decreasing by determined meters from the observer point
Reduced grass texture (with higher amount of grass we don't need so much detail, unlike trees)
Independent Grass level control (of Vegatation level control)
Possibly to see that out the airport, on selected lands.
Apparently this don't works with DDS textures
We have the tree-range-m declaration that seems to spawn (just doing it visible) the same amount of grass on the whole area (200 metres away for default).
But i think, from land (or immediatly at takeoff/landing) we need a field of view between 500-800m of grass to see no line of disappearing grass (or a drastic color reduction/shift)
This is impossible with higher vegetation amount but a solution is defining the highest amount of 15-20 metres around the point of the observer (exactly the point of the camera, not the aircraft or the starting point) and decreasing gradually to zero to the end of the marked area defined on tree-range-m.
I've no idea how to do this with the existing variables or declarations on this xml file. I'm not a skilled programmer.
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