Reimplement 3D grass similar to other games (th2x, th4) #128
Labels
DLL
An issue related to d3d8.dll
graphics
An issue related to graphics rendering pipeline
level editor
An issue related to level editor
suggestion
The proposed feature is open to discussion
Currently grass objects are hardcoded into BSP file and toggled via kill/create, this also means every level tdx file stores a copy of all grass layers to be shown (kinda same in th4 though).
Possible solution:
Texture naming should follow the same convention, like
grass<layerNumber_2_digits>.png
, this way can swap grass files and keep it compatible. It would also make it as easy asif (GrassEnabled) RenderGrassObjects()
without additional scrits on QScript side.The text was updated successfully, but these errors were encountered: