Rocks could and iv seen mods do this be put on there side agents a wall or upside down for something like an overhang even in vanilla there are cased of this(solitude for example), also this couldn't be done for everything for example the skull picture i posted. Grass would work better then debris but then grass cant be used everywhere, like if one of these rocks was placed in the middle over other rocks then you dont want grass growing out the middle of a rock formation or if a rock is upside down or on a mountain side. Theres too many manual variations and situations that would add tones of manual adjustments, where as a shader doing a blend effect would just work on any mesh and any situation with no mesh edits needed. Thats why i say its the better way of doing it if it was possible.Anubis wrote: ↑07 Feb 2023, 17:30Actually - all rock meshes are made to be used one certain side down. They're one-sided meshes that are open from below. And not all rock meshes need this adjustment. Of course, it would still take time to make this kind of mod. (I started one a while ago, adding grass and stuff around some rocks, but I've been busy and haven't worked much on this.)speaker-60 wrote: ↑07 Feb 2023, 16:52 Sort of but not really, rocks are used in all kinds of ways in vanilla and in mods and not always pointing down and not all at the same height some rocks might be lower in the terrain or higher somewhere else
You would effectively have to make a custom model for each rock individually placed in the game or adjust the position of each ect
Base object swapper could be used to some degree but then how would you know what rock model to swap with based on the location its in ect, you would still need to revise each individually placed rock or landscape mesh and set the adjustments manually even as a BOS ini
As for the rocks being lower or higher in terrain, the debris and grass must have some universal height.
I'm not claiming it's easy and fast way, but without any viable alternatives it may be the only way.
I just wanted to know if a shader could be made to do this or the parallax could be altered abit to force the effect if not then never mind as the alternatives in my view are not good enough of an effect to account for all the work and effort it would take to make not to mention it basically not being compatible with any location mod without a patch. Not to stop anyone else using that method but i wouldn't want to.
This new parallax almost dose the blend effect it seems to blend depending on the height changes of the parallax texture itself, which is obviously a side effect and wasnt the point but thats what lead me to ask . Like what could we do to kinda force this effect more, for example if all parallax textures had there black colors lightened then all parallax textures would force an upwards height effect across the whole texture potentially putting this blend effect everywhere.
Here in this example https://cdn.discordapp.com/attachments/ ... /image.png where one is blended and one isnt its probably due to the parallax texture having alot of height in the texture where the blended rock is and very little or no height on the texture where the other rock is. So what im theorizing is if all parallax textures add a base level of height offset then the chances are all objects receive more of this blend as all landscape textures would atleast move upwards say by 5cm or something like that as a standard. Its not really the best method for blending but it might by are only method that dosnt need to take a long time to achieve, opening all textures up and lightning them all up a bit in batch is easily done in photoshop.
But it dose also look like view angle is also a factor, the none blended rock looks like the terrain is more sloped then the blended one. The parallax effect being view angle based i wonder if we could have some settings to play around with this so we might find a sweet spot where it gets the blend effect to happened in more situations and wider view angles.
So thats it can a new shader be made to do a blend properly or what can we do to better utilize the coincidental blend we currently have with parallax, sounds like a blend specific shader isnt possible so using parallax is probably the only way to remotely achieve blending(given that it already dose)
But yer if it wasn't for complex parallax almost achieve the the effect then yes the mesh edit method would be the only valid way of doing it