0something0

Billboard Grass

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NOT A MOD REQUEST (but feel free to make it if you want to)

How hard would it be to add billboaed grass to KSP? You would be on the ground and you would be able to see the grass like this.

speciesgrass3.jpg

Okay. Maybe more like this: fe214b91bb76bf5e1d3af3459ad73968.jpg

Ehh. What about this?maxresdefault.jpg

There you go. 

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Terrain scatters does add trees and rocks, so I don't think it would too difficult add grass to that.

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10 hours ago, 0something0 said:

There you go

Indeed you do, and see that 30 FPS showing in the corner, many players of KSP would consider that  a terrible frame rate ( and the privileged unplayable) .  So with a mere 24000 verts on screen , and not even a particularly large scene either it's already not so brilliant. SO stack a couple of active craft in there , add a kerbal on EVA, dump in a few dozen mods, and the frame rate would crash i suspect.   I spose some clever chap could design a procedural grass thing, but just for grass? I doubt it's worth the effort.

I tried grass using KK to place 250mtr squares ,  so the grass is a static,  and I've found that while you can get away with things like mainly alpha trees, trying the same thing with grass looks horrible, somewhat cartoony, and given the render distance of KSP the amount you need for it to actually look like grass and not a joke is ridiculous. 

Just my opinion though :)  having created many odd ways to abuse KK.

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On 5/4/2018 at 10:03 AM, SpannerMonkey(smce) said:

Indeed you do, and see that 30 FPS showing in the corner, many players of KSP would consider that  a terrible frame rate ( and the privileged unplayable) .  So with a mere 24000 verts on screen , and not even a particularly large scene either it's already not so brilliant. SO stack a couple of active craft in there , add a kerbal on EVA, dump in a few dozen mods, and the frame rate would crash i suspect.   I spose some clever chap could design a procedural grass thing, but just for grass? I doubt it's worth the effort.

I tried grass using KK to place 250mtr squares ,  so the grass is a static,  and I've found that while you can get away with things like mainly alpha trees, trying the same thing with grass looks horrible, somewhat cartoony, and given the render distance of KSP the amount you need for it to actually look like grass and not a joke is ridiculous. 

Just my opinion though :)  having created many odd ways to abuse KK.

The third pic s accomplished with first/2nd pic but with higher density, better textures, and shaders/scatters/etc.

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All those pics are from a walking PoV where the grass polygon is mostly orthogonal to the camera. It would look really different from a plane. 

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Maybe instead of 3d polygons use here a single polygon-sprite with a transparent texture of grass, like in old DOS games?

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2 hours ago, kerbiloid said:

Maybe instead of 3d polygons use here a single polygon-sprite with a transparent texture of grass, like in old DOS games?

Which is exactly what i tried pretty much,  a field of fixed planes , with a KSP alpha cutoff bumped shader ,   not very pleasing to look at ,  technically it's fine, just doesn't work very well in KSP ( in the case of grass, it works really well for other things)

(trees for example dont look half bad)

Spoiler

RWmWf3j.png

 

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