The Empire has fallen and a New Republic is born out of the conflict. But in the ashes of civil war, yet another life stirs...
I've been trying to learn OpenGL and other shader languages for a while now and have been slowly creeping my way towards an understanding of it. Though, its not just enough to know the syntax of OpenGL, you have to know how shaders work in a game, what render states mean (and what they are), learning about things like the Z Buffer and etc etc... Anyway, after playing around a bit, I finally got some payoff for my efforts with what you see here.
Previously, grass could not receive shadows at all. As you can imagine, this looked terrible in most cases. Now, with some editing of the grass shader, it does!
Originally, the game creators tried to lazily get around this issue by making the grass props "thin" for lack of a better word. Each "point" of grass was a few blades or some such, leaving grass to look sparse and stupid. When I started to retexture the grass to be thick and luscious, I noticed right away that not receiving shadows was going to be a large problem because now huge swaths of the map were masking away unit and prop shadows and looking "light" when they should be cast in the darkness of a shadow. Anyway, all is fixed now. Grass can be tick and full...and look great at the same time!