Grass

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Grass objects are associated with land textures. They have no Havok physics data and cannot be interacted with by actors.

Base Object Fields[edit | edit source]

  • ID: The Editor ID for this object. This is a unique name used to identify the grass object within the Construction Set
  • Quest Item: Unsupported for this object type.
  • Density: Specifies the general amount that a grass object will appear on a landscape texture. Use this value in conjunction with the Position Range to determine the overall density and amount of this grass type. Range: 0 to 100 (Numbers larger than 100 can be typed, but they will revert to 100)
  • Min Slope: Minimum landscape terrain angle, in degrees, for which the selected grass type will appear upon. Range: 0-90
  • Max Slope: Maximum landscape terrain angle, in degrees, for which the selected grass type will appear upon. Range: 0-90
  • Position Range: Represents the average area, in units that a grass object takes up in the game world. In most cases, this number will differ from the raw size of the grass model. Use this in conjunction with the density setting to control how often this grass type will appear. Range: 0 to ∞
  • Height Range: Specifies how much, in percent, a grass object will vary +/- from its default size. Range: -∞ to ∞
  • Color Range: Specifies how much a grass object's vertex colors will be randomly modulated (darkened). The higher the number, the greater the chance and amount that grass objects of this type will be darker than the base grass object. Range: 0 to ∞
  • Wave Period: Specifies the amount of time, in waves per in-game minute, that the selected grass object will complete one cycle of its wind/sway animation. Range: 0 to ∞
  • Vertex Lighting: Specifies that the selected grass object will use the terrain geometry lighting normal directly below the grass object to modulate its lighting.
  • Uniform Scaling: Clamps the Height Range modifier to scale all 3 axis (XYZ) of the grass object equally. Without this checkbox enabled, only the Z axis is scaled.
  • Fit to Slope: Specifies that the selected grass object will align its rotational orientation to the terrain geometry delta directly below.
  • Units from water: Used to control, in units, how grass placement is handled around sea level. Range: 0 to ∞
    • Above - At Least: Grass will be placed only above water and only above the specified number
    • Above - At Most: Grass will be placed only above water and only up to the specified number
    • Below - At Least: Grass will be placed only below water and only below the specified number
    • Below - At Most: Grass will be placed only below water and only down to the specified number
    • Either - At Least: Grass will be placed above or below water and only above or below the positive and negative value of the specified number, respectively
    • Either - At Most: Grass will be placed above or below water and only up or down to the positive and negative value of the specified number, respectively
    • Either - At Most Above: Grass will be placed above or below water, and won't be placed any higher than the specified number
    • Either - At Most Below: Grass will be placed above or below water, and won't be placed any lower than the specified number
  • NIF File: 3D tree model to display the grass in-game. Note that grass wind/sway is controlled by the alpha channel of the vertex color and can be edited in NifSkope. Setting the alpha channel on a vertex to black (00) indicates that the vertex is not affected by wind/sway. Setting the alpha channel to white (FF) indicates that the vertex is maximally affected by wind/sway. In general, for most grass types, vertices will be affected more the higher/farther from the center of the mesh they are located.