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is it possible to adjust the distance at which the grass appears - at the moment it starts to appear at about 40 meters - i need it more like double that or if possible no grass showing.

can this only be done during map production or does anyone know what my options are?

ty

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I don't think there is a default texture.

You'll have to have a look at the names of the .rsb's in the map folder.

Some of the file names will have 'grass' in the file name.

In PhotoShop you should be able to fill in the alpha channel with black to make them disappear ingame.

What map is it?

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The grass object is usually named "ground_cover_xx.pob" X being a unique name. You should find it in the model folder. Opening it with notepad is enough to find the name of the texture it is using.

:thumbsup:

Downside!

If it is a modded map, they may of used an original and not bothered to copy paste it into there mod. As long as it is in the GR directory, it will find it. If this is the case, best thing is to try deactivating MP1 and MP2, wait for CTD, check IKE for missing .pob. If it is not there, then remove the model folder from Origmiss folder and same again.

A lot of effort i guess.

<_<

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A note on the walking sound question:

Most .rsb's carry sound/ texture information. this is either added in the rsb editor or, in multi object textures, is set up in the alpha channels in photoshop.

However, in maps with one large terrain, this is usually hard coded in max (it has to do with the groundmap settings). So I would imagine you are unlucky this time (although, on urban maps you probably can change it as a groundmap is not always used).

Also: some sounds/ texture settings are necessary for specific map objects to work.

for example the dynamic grass in question will only appear if the terrain is set to "high grass" as a surface texture setting.

The "too deep" water effect and splashing noises only work if the river bed is set to "sand"

There's nothing to stop you trying to change texture settings in the rsb editor (if it has no effect then it is hard coded in max)

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Of course there's nothing to stop you overwriting that whole sound so that walking on grass will sound like walking on something else.

All the walking sounds start with f_ in the sound folder

Of course this will affect all other maps while your mod is active

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