For the Love of However Many Deities There Are Today...

Post » Wed Jun 20, 2012 3:07 am

Will someone please explain, how, exactly, one removes the "naturally occurring" grass that, while it can be toggled on/off, looks great, except when it's growing through the middle of something grass should not grow out of, such a hot smelter, or middle of a table?

I grasp the concept of landscape paint (by the way... how does one change the landscape textures in the quad list that contain -'s? Or does this feature not quite work yet?) and the NoGrass/NoFern textures, however... despite replacing textures with their "NoGrass/NoFern" alternatives, I still have a plane of grass and ferns. Yes, I can toggle them, but don't think I should have to....

I recall doing this in Oblivion, and it worked quite well. Here though... I realize the CK has grown, and while we certainly love the videos, can we have one with the individual responsible for creating all the grass? Get me a landscape artist who can explain how this works - please?

After this, just one more simplistic question:

How does pathing work now? Specifically, if I want an NPC to, let's say, walk a circular path - say out to ::points:: that rock, around it, and back, maybe go around ::points:: this rock, and back, say, 5 ot 6 laps?

Needless to say, I'm working on something again ;-)

Peace and Whatever You Need,

~Indigo~
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Julia Schwalbe
 
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Post » Wed Jun 20, 2012 4:07 am

Known bug, they're working on it...for now, just raise the ground level until the grass is buried...heh.
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Mario Alcantar
 
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Post » Wed Jun 20, 2012 9:03 am

I grasp the concept of landscape paint (by the way... how does one change the landscape textures in the quad list that contain -'s? Or does this feature not quite work yet?)

You select a texture in the Landscape edit window and right-click on the landscape in the render window to apply it. The quad list is only there to get an overview and help you to replace textures when you used a seventh texture in the quad. The grass linked to textures you removed/replaced in the quad list window will only be removed when you paint a new texture in the render window.

The same applies to grass that is linked to an eight texture. The seventh will only be painted in black but remembered by the CK - as soon as you remove one of the textures the "seventh" texture will show up. if you ignore that blunt hint and continue to add textures, the CK will only add their grass or rock objects. (Not sure if that is a bug, a lack of safeguards vs. operating errors or actually a feature) To clean up, first delete one of the seven textures, and then use one of the textures already applied in the quad to paint on the landscape.
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jasminε
 
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