Hmm good observation! I had used the original grassfx.tga but made some colour adjustments. I think maybe I've lost something when I did that. I have just put the original grassfx.tga from the example map back instead. Currently compiling so I'll let you know how it goes in 10 mins! The resolution of my grass006e6 is 2048x2048 and same with the mask '_g' version.
I'm just looking at the file size of grassfx.tga. On your screenshot it's only 240KB. The PiBoSo's file weighs 1MB (1024x256px). Try to use his file without any amendments to it. And what's the resolution of your GND_grass006e6 texture?
Pretty keen to finish off the look of my environment and it's driving me bonkers. You can see I've got working bump, and specular maps etc. With the wet surface I've tried a variety of dropping the RGB to white and just having an alpha etc.
I just can't get it to work. As far as I can tell I have everything required in place. In the attached screenshot you can see I don't have a line in the .grs file to call for the mask map (just trying to get the compiler to draw the 3d blades in ANY form to begin with!) but it should be drawing the grass blades across the entire texture and DOESN'T! Cannot figure this one out!
Hi, not sure about puddles, but for a 3D grass a 2013 plugin is definitely not needed. The FBX2EDF tool will do it for you. The trick is that the .GRS should have exactly the same name as your main grass texture file. For example, if your 2D grass texture is named grass_main.dds, the .GRS to generate 3D blades on this surface should be called grass_main.grs. Then a very good start for a 3D grass blade texture would be PiBoSo's original grassfx.tga from his example track files (you can find the link on this page - http://docs.piboso.com/wiki/index.php?title=MXB_Track_Creation_Guide). Once your .FBX is ready, simply put a .GRS file and grassfx.tga into the same directory where all your track's textures are and run FBX2EDF to create a .MAP file. If all goes well, you should be able to see 3D grass when viewing the track in MapView.
Last post by rainey06au - July 31, 2020, 12:28:08 PM
For the past week I've been struggling with the process to render 3D grass blades (.grs file) and wet track reflections (alpha map on second UVW Map channel). My workflow is to have built my mesh and assigned standard materials in 3DS Max 2013, exported to FBX and then using the 'fbxtoedf' tool I convert my 3D objects (track mesh, terrain, and buildings), and the compile using Terrained etc. I am now wondering if these two particular issues are even possible to support without having a 3DS Max 2013 x64 compatible plugin for exporting? Ingame I don't have any 3D grass, and my track surface just gets darker with the wetness slider but I don't see my puddles. Can someone please tell me if I'm doing something wrong of if I'm wasting my time without a 2013 plugin.