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To begin with, we shall start off with a basic grass patch asset. When we declare a grass asset to be a patch, we are actually referring to it as being a collection of randomly rotated planes of various sizes that are all baked into a single *.cfg filecgf file. The idea behind this setup is to have a single CFG file CGF file to cover a wide area (approximately 8m), hence to fill an area with grass you need less vegetation asset instances to completely cover the area.

For more information about using the Vegetation Editor in CRYENGINE, please go HERE.

Pic 1: Example of 3 grass patch models, a dense, medium and light variation.

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