Creating Custom Detail Vegetation
From Multiverse
Media Textures - Detail Vegetation Atlas Image
Edit or replace the file Asset-repository-root\Textures\DetailVegAtlas.dds, to represent the graphic image of your vegetation. It appears they gave you extra room within the graphic to add your own vegetation (from 2560 - 4096). For a completely custom DDS file, use a standard height in pixels (256), and in theory you can vary the width of the image to add additional vegetation (Try to keep your texture files to powers of 2. IE: 256x256).
Image Set - Detail Vegetation Image Breakdown
The file Asset-repository-root\Textures\DetailVeg.imageset, describes the placement of each vegetation graphic within the DetailVegAtlas.dds. This file is part of the DetailVeg_Material.asset asset definition file.
<MVImageSet>
<width>4096</width>
<height>256</height>
<ImageRect name="grass1" left="0" right="511"/>
<ImageRect name="grass2" left="512" right="1023"/>
<ImageRect name="birdofparadise" left="1024" right="1279"/>
<ImageRect name="cattail" left="1278" right="1535"/>
<ImageRect name="marigold" left="1536" right="1791"/>
<ImageRect name="pampas" left="1792" right="2047"/>
<ImageRect name="rose" left="2048" right="2303"/>
<ImageRect name="sunflower" left="2304" right="2559"/>
<ImageRect name="wheatstalk" left="2560" right="2816"/>
</MVImageSet>
Multiverse World Editor - Assets
To make your new grass show up in the world editor, it needs its own asset definition. To do this you can either run your imageset through the asset importer and make a "plant type" asset, or you can simply copy one such as AssetDefinitions/grass1_PlantType.asset and change the file name and other names to wheatstalk. Either way you end up with the following (should be named wheatstalk_PlantType.asset).
<?xml version="1.0" encoding="utf-8"?>
<AssetDefinition>
<Name>wheatstalk_PlantType</Name>
<Description>wheatstalk</Description>
<Type>Plant Type</Type>
<Properties>
<Property name="AssetName" value="wheatstalk" />
</Properties>
<Files>
<AssetFile>
<TargetFile>Textures\DetailVeg.imageset</TargetFile>
<FileType>ImageSet</FileType>
</AssetFile>
<AssetFile>
<TargetFile>AssetDefinitions\DetailVeg_Material.asset</TargetFile>
<FileType>AssetDefinition</FileType>
</AssetFile>
</Files>
</AssetDefinition>

