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  • replied
    LordStuff Check https://wiki.voxelplugin.com/Collisions_and_Navmesh, bunch of tips on how to increase the collision range. If all that fail, you could use GetValue on the player location and move the player up while the value is negative ( = inside the voxel surface).

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  • replied
    How do / would you handle collision when the surfaces are not yet rendered? Eg if a chunk takes very long for whatever reason and the player just runs into it.

    I managed to fall through the ground on multiple occasions on the test maps by digging or sculpting the ground below the character.

    All in all this is an insanely powerful plugin. The perfomance is first class and the features you added over the years are great!

    Thanks and cheers!

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  • replied
    The Mesh Tool! How could I forget! it is amazing, thank you for the examples! The more I work with your plug-in the more I am amazed, you really did an incredible job!!! I am subscribed to this thread, I hope you will update this thread when the PRO Version is available on Unreal Marketplace.

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  • replied
    JohnADaniels You forgot the Mesh Tool in the current tools

    You can either create your own C++ tool without editing the plugin, use a mesh stamp with a star mesh, or use a Voxel Graph Tool: using a voxel graph as a tool, like here for example with a crater:

    Voxel Graph:
    GetPreviousGeneratorValue will return the current voxel value.



    Then to use it, in a regular blueprint:

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  • replied
    Can new tools be created in BluePrint or are they internal part of the Voxel Plugin, for example, how would you create a new tool that looked like a star? Would that be something that we could create or would that be a core voxel plugin change? Or would it be better to use the sculpt tool with the mask.


    Current Tools included with Voxel Plugin:
    1) Surface (also used with Mask and Terrace)
    2) Sphere
    3) Box
    4) Smooth
    5) Flatten
    6) Trim

    Thank you,
    John
    Last edited by JohnADaniels; 02-16-2020, 01:15 PM.

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  • replied
    Thank you Phyronnaz, this tool is amazing, you are a genius!

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  • replied
    Highly optimized HISM. There is https://wiki.voxelplugin.com/Voxel_Spawners, but I need to update it. Basically you can output densities from your voxel graph directly.

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  • replied
    Would they be HISM(hierarchical instanced static meshes) or regular instanced meshes? How would you spawn them, is there a video or documentation?

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  • replied
    You can spawn static meshes (well, instanced meshes) or actors. Actors could eg be chests or things like that that could be used for gameplay.

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  • replied
    Got-it, thank you Phyronnaz. Really like your plug-in and can't wait to start implementing it into the game. The main reason I was intrested in the PRO version is because of support and also because of the Voxel Spawner. It says that is can spawn foliage and gameplay items. Does it mean like static meshes, what does "GamePlay Items" mean? I watched this video but did not see any items being spawned. Do you have a video that shows how "GamePlay Items" are spawned? https://www.youtube.com/watch?v=Maj7EP_zzlk

    I was watching this video: https://youtu.be/cXckHFl2UmQ?t=84 is this the gameplay items?
    Last edited by JohnADaniels; 02-10-2020, 03:06 PM.

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  • replied
    JohnADaniels Hey, you can save the data yourself using GetCompressedSave/LoadFromCompressedSave (check Voxel/Examples/ComplexController/VoxelComplexController_UI for an example)

    No precise ETA on the marketplace yet, but should be really soon

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  • replied
    Hello Phyronnaz, I had purchased the Voxel plug-in that is on the Unreal Store a little over 2 years ago while developing a PS4 game. The Plug-in was not optimized for the PS4 so I had to ship the game without the voxel tool. Now getting the game ready for Steam and revisiting the voxel plug-in and one thing that I have noticed is when you use the tool at runtime it creates actors. So lets say you create a deep hole in the ground you could end up with 2000 actors for just that one hole which would start affecting performance pretty fast.

    I installed your voxel plug-in and did not see it creating new actors as I sculpted the landscape and the performance seems stable and fast and is really an amazing tool you did an incredible job making it. I would like to ask you where the data for all the changes in the landscape is stored and also can the changes be saved? Will the Pro Version be available on Unreal Marketplace and if so what is the ETA?

    Thank you,
    John Daniels
    Proud Arts LLC.

    PS: I see you are from France, Hello from USA! I have a friend I meet from YouTube who is from France and his name is lestat, he is a cool dude.
    https://www.youtube.com/watch?v=3v60...s-ojD5DQbtxs5o

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  • replied

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  • replied
    I think I'm on a stable version rather than beta - silly me!

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  • replied
    Boruki Make sure you tick the BSP checkbox (the voxel world is pretending to be a BSP for foliage painting to work :P ), and that you are using the latest Pro beta.

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