- Messages
- 26
- Country
Yes, SU6 did revert grass height back to being shorter, but, overall, did it fix the problem? While the previous tall grass obviously didn't work for lawns, it looked fantastic for less manicured areas as shown here...
I spent a couple of weeks massaging this large grassy area, up to the pink control tower (Yeah, Thais love pink!), to get the tall grass to blend in realistically with the default Bing map imagery. This not only included color and opacity tweaking, but I even played with the grass tile sizes to make the grass look neater and more filled in, in areas adjacent to the terminal building. This area is actually composed of several different blended grass aprons. Sadly, it now looks worse with SU6 shorter grass.
So, yes, I'm scratching my head (post-SU6) as to why Asobo still didn't simply give us the option to select the grass height that we need for specific areas, or to simply include a variety of grass models, not just different color variations. Another no-brainer option would be to simply add a working 'Un-Snap To Ground' option so we can set exact grass elevation heights, i.e., tweaking the visible grass portion. It would also be fantastic if applying MSFS 'fake terrain' material option actually worked. I had to resort to 2D grass textures for the two darker grass strips in front of the terminal. Applying 'fake terrain' to my custom modeled meshes did not apply the grass to the curved mesh when I added grass aprons to outline them.
Another puzzling issue is we can select grass to grow on top of runways, but we can't place grass polygons/aprons over misaligned low-precision AI OpenStreetMap roads/parking lot lanes (especially parking lot lanes). As shown here the 3D grass reverts back to a flat 2D texture...
This also illustrates why we must use airport-aprons (higher precision) and not (low resolution) polygons.WYSIWYG The neat, accurate polygon outlines you carefully drew in Developer mode are definitely NOT what you see in the sim as this normal-mode mess reveals!
So I'm guessing the Asobo team responsible for grass is the same 'Short Bus' crew who also saddled us with the unbelievably frustrating half-baked still-screwed-up terraform 'feature'. Too bad it's not from Asobo's A-Team who created this amazing incredible next-gen sim! Oh well.
/end rant
I spent a couple of weeks massaging this large grassy area, up to the pink control tower (Yeah, Thais love pink!), to get the tall grass to blend in realistically with the default Bing map imagery. This not only included color and opacity tweaking, but I even played with the grass tile sizes to make the grass look neater and more filled in, in areas adjacent to the terminal building. This area is actually composed of several different blended grass aprons. Sadly, it now looks worse with SU6 shorter grass.
So, yes, I'm scratching my head (post-SU6) as to why Asobo still didn't simply give us the option to select the grass height that we need for specific areas, or to simply include a variety of grass models, not just different color variations. Another no-brainer option would be to simply add a working 'Un-Snap To Ground' option so we can set exact grass elevation heights, i.e., tweaking the visible grass portion. It would also be fantastic if applying MSFS 'fake terrain' material option actually worked. I had to resort to 2D grass textures for the two darker grass strips in front of the terminal. Applying 'fake terrain' to my custom modeled meshes did not apply the grass to the curved mesh when I added grass aprons to outline them.
Another puzzling issue is we can select grass to grow on top of runways, but we can't place grass polygons/aprons over misaligned low-precision AI OpenStreetMap roads/parking lot lanes (especially parking lot lanes). As shown here the 3D grass reverts back to a flat 2D texture...
This also illustrates why we must use airport-aprons (higher precision) and not (low resolution) polygons.
So I'm guessing the Asobo team responsible for grass is the same 'Short Bus' crew who also saddled us with the unbelievably frustrating half-baked still-screwed-up terraform 'feature'. Too bad it's not from Asobo's A-Team who created this amazing incredible next-gen sim! Oh well.
/end rant