mrennie wrote:For my new route, I've come up with a different idea for getting around the problem of the grass sticking out of the side of hills and looking like it's floating in mid air. I've made a clump of grass that is made up of just three viewer-facing faces instead of the dozen or so in the usual grass asset, so that it has a much smaller circumference of ground footprint. I pack more of them than usual into the asset block, which doesn't adversely affect frame rates because of the grass having far fewer faces. The smaller footprint circumference allows the grass to hug the ground much more closely when it's laid over undulating ground and hills, giving a much more natural effect.
That is exactly what I'm going for. Tomcat does this on his Powder River Basin route using a single grass clump asset, and the effect works out quite well. The RWA Lakeside assets which are a dependency for my route have a similar base asset, but the grass is a little tall for my liking. If I could lower the asset block though, I could use not only these assets, but the Donner Pass scrub bush assets as well, which are prominently featured in large areas of my route.
mrennie wrote:You could try making a new asset, based on the existing one, that has its base at a y-axis value of less than zero, so that when it's placed in the scenery, it will appear to sprout from below ground even though the editor thinks it's placing it at ground level.
Interesting. I'll give this a try. Is it as simple as copying the existing asset, then renaming it in its bin file, and associated files? Are the X,Y values for an asset in the bin file to be modified, or do I have to create a 'new' asset in the blueprint editor?