Actually there is nothing difficult, but rather time consuming. Open the island you want in the editor (in this case - Malden) - add UWAR grass entities (they have from 10m to 1 km grass generation radius so both precise and easy placement is there) - save.
Then open any Malden mission you want - select merge and voila you should have that mission with the grass. Do the same for any Malden mission you want. That's all. Also I think there are preset missions ready to merge for official OFP islands (I have one for Nogova f.e.)
I also use ENBSeries mod (an analog of Kegetys' dxdll) for more realistic lighting (but the original configuration needs tweaking) and NIM Weather for 3d clouds, falling leaves (looks great on Maldevic and Autumn Nogova) and snow blizzards. Snow blizzards look awesome on FDF winter maps (you just add a single entity to the map and have randomly changing weather for a needed season e.g. Winter)
The only thing that can be problematic is that AI can't see you through the higher grass (and UWAR grass sometimes reaches 1.5m in height but it's all random - I'm planning on editing the higher grass model to make it smaller though). But on the other hand I'm not sure if it's bad as you can't see much through such grass too.
I'm curious if it is possible to make grass to not act as a view-blocker for AI and rather just as a cosmetic thing (like in ArmA).
More eye-candy:
An atmospheric evening on the Autumn Nogova:
http://i39.tinypic.com/10eknl5.jpg
A closer look on the highly detailed M4 SOPMOD from SJB Weapons pack 2.0 that never came out (I extracted a version from FFUR2007):
http://i42.tinypic.com/6e3vhx.jpg
(BTW does anyone of you have a newer version of binarize that can read p3d files larger than 1 MB? OFP's Breathe site is long gone and the version I have crashes when I try to feed it high-poly models)
Then open any Malden mission you want - select merge and voila you should have that mission with the grass. Do the same for any Malden mission you want. That's all. Also I think there are preset missions ready to merge for official OFP islands (I have one for Nogova f.e.)
I also use ENBSeries mod (an analog of Kegetys' dxdll) for more realistic lighting (but the original configuration needs tweaking) and NIM Weather for 3d clouds, falling leaves (looks great on Maldevic and Autumn Nogova) and snow blizzards. Snow blizzards look awesome on FDF winter maps (you just add a single entity to the map and have randomly changing weather for a needed season e.g. Winter)
The only thing that can be problematic is that AI can't see you through the higher grass (and UWAR grass sometimes reaches 1.5m in height but it's all random - I'm planning on editing the higher grass model to make it smaller though). But on the other hand I'm not sure if it's bad as you can't see much through such grass too.
I'm curious if it is possible to make grass to not act as a view-blocker for AI and rather just as a cosmetic thing (like in ArmA).
More eye-candy:
An atmospheric evening on the Autumn Nogova:
http://i39.tinypic.com/10eknl5.jpg
A closer look on the highly detailed M4 SOPMOD from SJB Weapons pack 2.0 that never came out (I extracted a version from FFUR2007):
http://i42.tinypic.com/6e3vhx.jpg
(BTW does anyone of you have a newer version of binarize that can read p3d files larger than 1 MB? OFP's Breathe site is long gone and the version I have crashes when I try to feed it high-poly models)