This is awezome. Tried it with TrueSky and its great for me that enjoys storms and lightning. Now I can simulate my own storms, when its not a real storm outside
System
ASUS ROG Maximus IX Forumla - ASUS ROG GeForce GTX 1080 8GB - G.Skill RGB 16GB, Samsung M2 500GB
First off thanks for making this, it looks incredible. Unfortunately I'm having trouble getting it to look exactly like some of the example maps, in my own map.
The main issue is the area around the beach, I noticed in the example maps that you have it working where the waves die down and you get foam along the shoreline.
Right now in my project the water just continues to wave right through the landscape.
How would I fix this? and is it possible to do it without a height map? I just built the landscape in UE4 and don't have a height map to import.
Thanks!
When you select the ocean_bp in the details panal you can select to use your landscape. Did you do that?
I did do that before I posted here but it didn't seem to have any effect :/ Any other ideas?
There is a Heightmap/mask right under the landscape on the BP_Ocean. If you load the Default map and change that Heightmap your are going to see what you are talking about, i guess it controls the density/movement of the waves based on black, normal wave movement to white, no movement at all.
i didnt read this part:
Originally posted by Orion
How would I fix this? and is it possible to do it without a height map? I just built the landscape in UE4 and don't have a height map to import.
try to export it as a png file from the landscape menu, here is the answerhub question related to it.
Okay, I've done this before but for the life of me, I can't remember how, and I've read about 20 pages of the thread... how do I disable/modify the crosshair in the HUD when it switches to first person?
Sorry for sily question but what i should do to open plug-in and project file in 4.12.4 ? try to compile it but always with errors, maybe who knows how correct compile it ?
Sorry for sily question but what i should do to open plug-in and project file in 4.12.4 ? try to compile it but always with errors, maybe who knows how correct compile it ?
Thx i saw it, and i know how add plugin but how i write in previous post problem is if i try add plugin to a project when start editor he ask me to compile and compile with error. Question is same how to compile plugin to 4.12.4 editor, i use github version of engine. Edit: compile without errors, problem was in name of folder or version in .uplugin file, compile with: development editor win64.
I had something similar with an object that was referenced to the controller but did not exist, don't know if it will help you, but you could check dependencies, maybe there's something missing.
Okay, I've done this before but for the life of me, I can't remember how, and I've read about 20 pages of the thread... how do I disable/modify the crosshair in the HUD when it switches to first person?
Open up the folder \ShipsAndExamples\UI\ and then open the widget named "Interaction Widget". From here select "Crosshair" from the Hierarchy panel and either delete it, or edit it however you want.
We were trying to deploy the project to IOS(iphone 6, 6s), but failed with several compile errors below. Could anyone tell me how to solve this?
[ATTACH=CONFIG]100053[/ATTACH]
This project is not compatible with Mobile devices at the moment. The ocean material requires DirectX 11, the Destructible objects require the Nvidia Apex, and the buoyancy requires the PhysX libraries, all of which are not available on iOS.
We do plan to make an OpenGL compatible version of the material, but without PhysX the buoyancy calculations will need to be re-written, and without Apex there won't be any destructibles or cloth simulation (ship sails).
Very cool plugin! Thank for making this effort! I have been playing with this for a few hours, I striped down one of the examples to just have the ocean, and my own sky as I was trying to reduce the overall learning curve to the system.
Question if I want to make wakes for a boat simulating an engine what method would be the best way to go about that? Do I create physics impulses perturb the water? I am doing some tests just wondering if someone has already created an additional example of this working.
Question 2: Wet sand? Someone must have done this already as well.
Thank you again for the continued effort on this plugin / system!
Wow! This offering of yours is tremendous! Thank you thank you!
I am sorry I am only just noticing this thread for the first time
I tried it out and I especially loved the breaking up of waves along the shoreline, your landscape feature. The buoyancy and Gerstner waves are great, tho personally I think of them as DotCamWaves
This is one awesome community contribution, thank youuuu!
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