cool stuff,
I'm just thinking of making grass procedurally by groups of simple rectangular d3dxmesh-es, joining them to one entity, and applying a skin afterwards by ent_setskin, and setting uv-s by ent_setvertex, as the rectangles are simple enough to be skinned by code... is it a stupid solution? it could be good for keeping entity quantity low, and to align terrain sufrace nicely, but grass clipping could be ugly if the entities are too large...


Free world editor for 3D Gamestudio: MapBuilder Editor