HeroicVillain You could set color based on height, and use this color to lerp between textures (see the VoxelMaterial folder). However materials are currently limited to 4 (one for each channel: R G B A).
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@Filmburner Try upgrading to Visual Studio 2017, C4800 has been removed from it and this is the version I'm using (so I'm not getting the error).
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Phyronnaz Hi. I felt in love with your work. It's reall good and this is what I'm looking for a long time. Just I want to know a few things about this plugin's future.
Will you add more layer slot?
And I'm using pretty big open world map and I want to turn it into voxel. Right now, I'm far away from my computer and I don't have a chance to try it, so if I use this plugin for my big open world map, would it affect the performance a lot?
Thanks for this wonderful plugin. (:
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Emrehan Thanks for feedback!
Will you add more layer slot?
And I'm using pretty big open world map and I want to turn it into voxel
Rendering should be fine, but I need to work on improving performance when moving. I'd say you can easily say above 60fps if your material isn't too complex.
Importing it may crash the editor.
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Originally posted by Phyronnaz View Post@Filmburner Try upgrading to Visual Studio 2017, C4800 has been removed from it and this is the version I'm using (so I'm not getting the error).
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Great work! Thanks for sharing the sourcecode. But I think theres a bug at LandscapeWorldGeneratorDetails line 137 souldnt it be Weightmap4.Num()?
Filmburner you can also use the #pragma warning(disable:4800) ... #pragma warning(default:4800) to make your project compile successfully
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@EagleOwl Thanks! If you find more bugs, please report them on github, should be easier for tracking.
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Render system now blends between 2 materials, allowing for up to 256 materials. LandscapeWorldGenerator has also been updated and can use up to 256 layer slots.
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Hey Phyronnaz, could you add an example map with procedural generation?
I just modified the VoxelWorldGenerator to inherit from UInterface, so that blueprint can be used (see https://docs.unrealengine.com/latest...ingInterfaces/). But using blueprints affects performance and limits terrain size (blueprints loop limit).
thanks for all your work!
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I'm testing the project right now, great job! I've sent you a crash report with logs, maybe I'll be able to reproduce it in some clean way.
What about pathfinding? I've tried to make Navmesh work with the voxel terrain, but it doesn't update, even if it's set to Dynamic in project settings. Is there a way to make it work? I've found this video (it's from voxel farm) and navmesh works there, so I guess it's possible...? https://www.youtube.com/watch?v=a9c8lvTLUoI
Pathfinding is a crucial component in most games, I'm curious if it could be implemented into dynamic voxel terrain. That would be a big feature.
frostic It can generate in game, I've just tested it. I also had some problems with compiling, but after I installed Visual Studio 2017 with VC++ component + reinstalled Windows SDK 8.1, it compiled properly.Last edited by Slavq; 09-08-2017, 12:03 PM.
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@OmniMachina Please create Github issues with precise description of what you need
Slavq Pathfinding can be done, but it would require at least some work around the UE4 navmesh, if not a custom A* implementation. Please create a Github issue so that I don't forget it.
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I downloaded the last version. I rebuilded it but it said "ERROR INT ERROR: Failed to produce item C:\...Plugins\Voxel\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-Voxel.lib" then closed. One page ago I saw a zip file and I used it and it worked. But as I know, it's not the latest version. Do you have any idea about it? I want to use this amazing plugin.
I'm using Visual Studio 2015. Should I upgrade to 2017?
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I'm using Visual Studio 2015. Should I upgrade to 2017?
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