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Cashgen - (kinda) Infinite Procedural World Generator

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    #46
    Thanks

    Thanks mid_gen for the quick reply and answers to my questions. Great work again, but it sounds like it is not quite what i need. Keep up the good work, as I'm sure many others will be able to use it, and I might at a later date. Good to know there are people interested in providing great stuff like this to the community for little or no cost. Hopefully I'll be able to contribute myself once I learn how to use the engine well.

    Thanks again

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      #47
      Started working on this again, getting some nicer noise and foliage spawning. Here's a *very* rough video...all sorts of silly settings on, probably hundreds of thousands of meshes on the go...

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        #48
        I haven't looked at this plugin but it looks amazing! how do you think would it be possible to generate a heightmap texture and update it so that the ocean plugin would soften the shores?

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          #49
          I haven't looked into how Oceanplugin handles shorelines yet, I'll add it to the list. I've got the heightmap stored per zone, so I'd have to stitch it together and make the texture, but certainly do-able. Or just crank it out directly from the noise module...depends what resolution it needs.

          Took a bit of time to make a nicer video with the excellent grass from [MENTION=66934]AaronWith2As[/MENTION] - https://forums.unrealengine.com/show...-foliage/page2 . I'm hoping he's open to letting me include the grass in this project so I can get the complete setup out there

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            #50
            It didn't compile on mac for me initially because 'Point' is already defined in MacTypes.h. I refactored it to be CPoint and then everything worked.

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              #51
              This is pretty awesome, to say the least. One request though, if it hadn't already been brought up: add material instance selection in the ZoneConfig. Also, I get random crashes depending on any given configuration for noise. It seems if I start play, and don't look down towards the terrain that's generating, it plays nice, but chaotically things will crash if I look at the generating tiles. Very weird! I tried tweaking render tokens and max threads to see if that made a difference, but it seems to come down to the complexity of noise...

              Anyhow, great work and thanks a ton for sharing such a cool resource.

              [edit]
              I changed the regular material input to a material instance in the source, which works fine. Just don't want to modify and fight against your updates :P
              [/edit]
              Last edited by Derjyn; 09-02-2016, 10:33 PM.

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                #52
                Yep go right ahead mid_gen . Can't wait to see your project finished, looks awesome already.

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                  #53
                  Awesome [MENTION=66934]AaronWith2As[/MENTION], thanks

                  This is pretty awesome, to say the least. One request though, if it hadn't already been brought up: add material instance selection in the ZoneConfig. Also, I get random crashes depending on any given configuration for noise. It seems if I start play, and don't look down towards the terrain that's generating, it plays nice, but chaotically things will crash if I look at the generating tiles. Very weird! I tried tweaking render tokens and max threads to see if that made a difference, but it seems to come down to the complexity of noise...
                  This is probably the noiseGenerator being garbage collected. Holding a UPROPERTY pointer to it in a USTRUCT doesn't appear to contribute to reference count so it gets zapped with the first GC sweep. Just add a UFNNoiseGenerator reference to the world BP and set it, should solve that one.

                  I've got an afternoon to work on this today so I'm doing a big refactor and tidy up, will have an update later today that will include the swish grass

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                    #54
                    Pushed a fairly big update.

                    *Added [MENTION=66934]AaronWith2As[/MENTION] lovely grass and included in the demo scene
                    *Removed debug text
                    *Fixed GC of noise generator
                    *Fixed struct name collision with Mac build
                    *Partial implementation of minimap (not finished)

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                      #55
                      Click image for larger version

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                      i can't get it to launch on UE 4.12.5
                      Attached Files

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                        #56
                        Can you build the project in VS?

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                          #57
                          i can't even generate VS project files:

                          "Running E:/Program Files/Epic Games/4.12/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="E:/Users/Bobby/Documents/Unreal Projects/cashgenUE-master/cashgenUE.uproject" -game -rocket -progress
                          Discovering modules, targets and source code for project...
                          Messages while compiling E:\Program Files\Epic Games\4.12\Engine\Intermediate\Build\BuildRules\UE4Rules.dll:
                          e:\Program Files\Epic Games\4.12\Engine\Plugins\Runtime\RuntimeMeshComponent\Source\RuntimeMeshComponent.Build.cs(5,14) : error CS0101: The namespace '<global namespace>' already contains a definition for 'RuntimeMeshComponent'
                          UnrealBuildTool Exception: ERROR: UnrealBuildTool encountered an error while compiling source files"

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                            #58
                            Hmm, do you have the runtime mesh component installed as an engine plug-in already? It's included in the project...

                            I'll have to look at it in the morning.....

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                              #59
                              yes, i have the runtime mesh component plugin from the UE4 Marketplace installed

                              EDIT: that was the issue. it launches now, but all i have now is just a huge ocean, no land or any vegetation.
                              Last edited by Blood-PawWerewolf; 09-03-2016, 08:48 PM.

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                                #60
                                Ok I might remove the RTMC from the project then and just add the marketplace version as a pre-requisite.

                                You sure it's empty? On play it takes a few seconds for the terrain to initially load in. If you're using the demo scene you should see land on one side.

                                It's quite easy to use noise generator parameters that don't generate visible terrain. As I get the minimap preview done I'll make a demo room where you can preview the heightmap before launching the terrain build.

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