Moving grass?

Post » Wed Jul 14, 2010 11:46 am

What do you have to do to a mesh (ex: the currently used grass mesh with MGE) to make MGE render it as 'grass?'
User avatar
michael flanigan
 
Posts: 3449
Joined: Thu Jun 14, 2007 2:33 pm

Post » Wed Jul 14, 2010 6:14 am

As a player, or a modder?

As a player, you make sure the grass mod(s) are checked in your list, open up MGE and create distant land. When that's done, *UNcheck* the grass mod(s) and then play. You should have grass which sways as if in the wind.

If you leave the .esp files checked during play, they will have collision and you won't be able to walk through the grass.

Vality7 and Vurt have great grass mods.

As a modder, I wouldn't have a clue; I don't even know what you are asking.
User avatar
Baby K(:
 
Posts: 3395
Joined: Thu Nov 09, 2006 9:07 pm

Post » Wed Jul 14, 2010 7:43 am

As a player, or a modder?

As a player, you make sure the grass mod(s) are checked in your list, open up MGE and create distant land. When that's done, *UNcheck* the grass mod(s) and then play. You should have grass which sways as if in the wind.

If you leave the .esp files checked during play, they will have collision and you won't be able to walk through the grass.

Vality7 and Vurt have great grass mods.

As a modder, I wouldn't have a clue; I don't even know what you are asking.


Elaura's right, if you want to play with animated grass. But if you want to make MGE think some mesh is "grass," and thus render it swaying in the wind, you would use a statics override list. You do not need to edit the mesh in Nifskope or anything too difficult.

Open up MGE, go to the Tools tab and open the Distant Land file creation wizard. Select your plugins like normal and make sure the plugin that includes the mesh in question is checked. (For stock meshes, that's Morrowind.esm.) Then skip Landscape textures and Landscape meshes so you are on the Statics step. Set your statics parameters to whatever you like, I don't think it matters, and then click Export list of statics and name it and then save it. That will make a statics override list. Open the list with Notepad or some other text editor (I prefer Notepad++) and find your mesh. You'll probably have to search for it, there's lots of meshes.

Once you've found your mesh, change whatever is after the = sign into "grass" like below.
d\ex_somemesh.nif=nearbecomesd\ex_somemesh.nif=grass

Now save that override list, and add it into MGE's list of... lists in the Statics tab click and click Create Statics. Just remember to remove the mesh from the game somehow, or it will still be rendered by both Morrowind and MGE at the same time.

[edit] I should probably mention that you need to set the Grass density setting to 100%. If it's less than 100%, then there's a chance MGE will skip creating the mesh since it can't discern between actual grass and your mesh. If you don't want to use 100% grass and you don't see your mesh, just generate statics again until it does appear.
User avatar
CYCO JO-NATE
 
Posts: 3431
Joined: Fri Sep 21, 2007 12:41 pm

Post » Wed Jul 14, 2010 3:11 am

Besides using a statics override list with the =grass override, one way for MGE to automatically know a mesh should be rendered as grass is if it is placed in the Data Files\Meshes\Grass folder.
User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Wed Jul 14, 2010 4:36 am

Besides using a statics override list with the =grass override, one way for MGE to automatically know a mesh should be rendered as grass is if it is placed in the Data Files\Meshes\Grass folder.

:lol: Wow, I didn't know that. That definitely makes things MUCH easier.
User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Wed Jul 14, 2010 3:38 pm

:lol: Wow, I didn't know that. That definitely makes things MUCH easier.
"Data Files\Meshes\Grass" is for meshes automatically treated as swaying grass.
"Data Files\Meshes\Trees" if for meshes automatically treated as swaying trees.
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Wed Jul 14, 2010 2:53 pm

Thanks. Unfortunately the reason I made this thread is because I've tried all that and it isn't working. The mesh just doesn't show up like it should... :banghead:
User avatar
Mariaa EM.
 
Posts: 3347
Joined: Fri Aug 10, 2007 3:28 am

Post » Wed Jul 14, 2010 6:02 am

Can anyone shed some light on this? I'm trying to make a TC-like mod.
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm


Return to III - Morrowind