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    #16
    WIP: Mesh importer



    Performance test: 8 chunks updating every frame

    Website: https://voxelplugin.com
    Discord: https://discord.gg/58ZqEbg

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      #17
      Getting some errors when trying to compile.
      Error C4800 'int': forcing value to bool 'true' or 'false' (performance warning) Project E:\Unreal Projects\Project\Plugins\Voxel\Source\Voxel\Private\TransvoxelTools.cpp 342
      Error C4800 'int': forcing value to bool 'true' or 'false' (performance warning) Project E:\Unreal Projects\Project\Plugins\Voxel\Source\Voxel\Private\VoxelChunkStruct.cpp 326
      Error Failed to produce item: E:\Unreal Projects\Project\Plugins\Voxel\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-Voxel.lib Project E:\Unreal Projects\Project\Intermediate\ProjectFiles\ERROR 1





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        #18
        I don't have this error. Did you set any custom build arguments?
        Website: https://voxelplugin.com
        Discord: https://discord.gg/58ZqEbg

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          #19
          No, I downloaded the voxel.zip put it in plugins folder of my project and it said it couldn't be compiled for this version (4.17.1) and to rebuild from source manually

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            #20
            Try with this one: https://github.com/Phyronnaz/Marchin...5244/Voxel.zip
            If it doesn't work download the entire project and compile it with visual studio.
            Website: https://voxelplugin.com
            Discord: https://discord.gg/58ZqEbg

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              #21
              Originally posted by Phyronnaz View Post
              Try with this one: https://github.com/Phyronnaz/Marchin...5244/Voxel.zip
              If it doesn't work download the entire project and compile it with visual studio.
              That one works! The only world generator working is the flat one though, the test and sphere ones don't show anything but the chunks are still being generated.
              Last edited by HeroicVillain; 08-30-2017, 07:19 PM. Reason: clarity

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                #22
                That's because by default sphere radius is 0. You can create a custom sphere world generator by creating a blueprint class inheriting from SphereWorldGenerator, and then you can set radius.

                Edit: Radius was not taken into account, fixed that in latest version
                Last edited by Phyronnaz; 08-31-2017, 02:56 PM.
                Website: https://voxelplugin.com
                Discord: https://discord.gg/58ZqEbg

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                  #23
                  Landscape importer (colors can be replaced by any material):

                  Website: https://voxelplugin.com
                  Discord: https://discord.gg/58ZqEbg

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                    #24
                    Great job, thank you for sharing the code!
                    The dynamic mesh importer is awesome, I see that the lag is due to raycasts and they can be precomputed - does it mean that they could be somehow precomputed for every static mesh to minimize the lag? Let's say that I would like to dynamically import meshes (just like the car mesh in the video) in-game, but minimize the lag... Would something like this be possible?
                    Cheers!

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                      #25
                      The raycasts could be done in editor, creating a voxel asset which could then be imported at runtime without any lag.
                      Website: https://voxelplugin.com
                      Discord: https://discord.gg/58ZqEbg

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                        #26
                        Thanks for the answer, that sounds promising. So basically [static mesh] -> [convert to a special voxel asset with all raycasts precomputed] -> [import it as voxel asset at runtime]? Is it already possible in current state of the project?

                        That's a great learning resource by the way, voxels were always on my to-learn list. Thank you again!
                        Keep it up!

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                          #27
                          So basically [static mesh] -> [convert to a special voxel asset with all raycasts precomputed] -> [import it as voxel asset at runtime]?
                          Exactly
                          Is it already possible in current state of the project?
                          Not yet
                          Website: https://voxelplugin.com
                          Discord: https://discord.gg/58ZqEbg

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                            #28
                            Runtime mesh import:

                            Website: https://voxelplugin.com
                            Discord: https://discord.gg/58ZqEbg

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                              #29
                              This is really looking pretty cool, and I'm excited to check it out. I too am having the same build error as HeroicVillian. I created a fresh C++ project and added the latest plugin from github. Attempting to build the plugin fails. I generated the VS project files and tried building in Visual Studio and here are the errors:

                              1>------ Build started: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
                              2>------ Build started: Project: VoxelTest, Configuration: Development_Editor x64 ------
                              2> Performing 4 actions (18 in parallel)
                              2> Module.Voxel.cpp
                              2>X:\Unreal\VoxelTest\Plugins\Voxel\Source\Voxel\Private\TransvoxelTools.cpp(342): error C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
                              2>X:\Unreal\VoxelTest\Plugins\Voxel\Source\Voxel\Private\VoxelChunk.cpp(35): error C4800: 'AVoxelChunk *const ': forcing value to bool 'true' or 'false' (performance warning)
                              2>X:\Unreal\VoxelTest\Plugins\Voxel\Source\Voxel\Private\VoxelChunkStruct.cpp(326): error C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
                              2>X:\Unreal\VoxelTest\Plugins\Voxel\Source\Voxel\Private\VoxelChunkStruct.cpp(327): error C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
                              2>X:\Unreal\VoxelTest\Plugins\Voxel\Source\Voxel\Private\VoxelChunkStruct.cpp(362): error C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
                              2>ERROR : UBT error : Failed to produce item: X:\Unreal\VoxelTest\Plugins\Voxel\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-Voxel.lib
                              2> Total build time: 15.92 seconds (Local executor: 0.00 seconds)
                              2>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(41,5): error MSB3075: The command "X:\Unreal\UE_4.17\Engine\Build\BatchFiles\Build.bat VoxelTestEditor Win64 Development "X:\Unreal\VoxelTest\VoxelTest.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
                              ========== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

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                                #30
                                Anyone know how to blend triplanar materials based on height on a sphere? I'm trying to make craters and holes turn to gravel.
                                Filmburner I fixed that by compiling in editor, but I'm not sure if it's actually compiling

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