Hi, Funcom. First of all, I’m highly addicted to this game. It is a blessing and a curse. (Lol) You all have done an amazing job.
I’m no expert on graphics, so I don’t know if this is doable. I noticed (and I’m sure others have) that when foundations and floors are placed low to the ground that grass tends to show right through it. It’s rather overstimulating to the eye to have that peaking through the floors, not to mention that it makes no sense to have the long grass still present when foundations are laid down. Is removing the grass under builds a possibility in the future?
Agreed in a situation like that use a sickle or hands and it should stay gone with the new pickup of pieces put pieces in and mow the yard seems to work for us.
Welcome to the Forum by the way. You can learn all sorts of things some are actually beneficial!!! Actually most are occasionally we get off the proper track that’s what makes it interesting.
That’s nice, but I’m not talking about bushes and the like. (I’ve been playing for some time.) I’m talking about the stuff you can’t cut with the sickle. If you look at the floor in this room you might see what I mean.
The thing is it’s an uneven surface, so when I place the foundation on higher levels in some places, when I Build outward from that the grass shows through in some places.
Unfortunately there’s not a lot they can do about this without really complicating the code. That kind of grass it “grown” via a kind of weight map - either a procedural or bitmap texture that tells where to place grass. So it would kinda be like them having to repaint the ground where ever you decided to build. It is doable tho - just complicated.
Thanks. I’m on an RP server and my character is a Zingarian corsair. She was a navigator/cartographer on her ship before she was captured, sent on the exile boat, and caught in the maelstrom before washing ashore on Siptah.
Or they could make the players blocks skins take presidence in a given area when placed or simply tell the system to deactive the grass in that area of the map for a certain radius from player placed blocks . I am not sure if it could be tied to the system that makes created items despawn and not respawn near and around player structures.
Well, all I can suggest is to go play with grass layers in UE and you’ll see the problem with non-dynamic grass. But I hear you say: well then make it dynamic… To which I reply: Sure, and then console players are at 30fps and PC players lose a bunch of frame rate as well.
I think this problem is in all the UE4 games I played (Arc, Myth of Empires and Conan Exiles) where it’s part of the physical map. If it was a resource type, it would go away, but anything part of the map itself will remain.
So, unless I am wrong, its UE4 issue not a developer coding issue.
This is one of the reasons why I turn my foliage setting to low. I can’t stand that grass. When the foliage setting is on low then all of that decorative shrubbery disappears.
The only way the foliage looks good (to me) anyway is if it is set to ultra. Otherwise, it magically appears 20 to 50 feet in front of you. That’s just as jarring as it growing through foundations and walls. But having it on ultra also causes me to lose FPS, so that’s another reason that I turn it off. From your screen shot, it doesn’t look like losing FPS is a problem for your rig.
The last reason I turn it off is so I can see things on the ground