Announcement

Collapse
No announcement yet.

Landscape Architect

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    The LOD can be easily adjusted with a config parameter. I use a lower resolution mesh for collision

    Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

    Get in touch with me on Discord

    Comment


    • #17
      Dam Ali.

      Now i love you and hate, that was my summer project (something i planned to start mid june), :P

      But anyway great stuff, esp that voxel support. If you make it realtime, some great RTS may be done.

      Comment


      • #18
        Originally posted by Ali Akbar View Post
        Landscape architect is a procedural landscape generator. It lets you design and build landscapes within the UE4 editor workflow and automatically takes care of setting up the materials, foliage, world composition etc

        Some early screens:

        Node based Editor for designing your landscapes:



        I've implemented a perlin noise node that creates the basic structure for mountains. I've also implemented an erosion node that runs a erosion algorithm over the mountain to make it look more realistic. I'll be adding a lot more nodes and various tooling to define roads, rivers etc

        Here is a 2x2km patch






        Is this coming in time for 4.12 in next month or 4.13 in May?

        Comment


        • #19
          There's some incredibly interesting stuff being done on here recently...

          And none of it from Epic, like this and this and now this, Kudos!

          Looking forward to seeing some close-up video fly-thru's if you have any...

          Comment


          • #20
            Originally posted by Nawrot View Post
            Dam Ali.

            Now i love you and hate, that was my summer project (something i planned to start mid june), :P

            But anyway great stuff, esp that voxel support. If you make it realtime, some great RTS may be done.
            Thanks! The voxel landscape works during runtime. However I'm not sure of the Heightmap based. From a quick overview I had, UE4 removes the landscape editing features from the runtime build and is available only in the editor module. I'll look for a workaround for the runtime height map landscapes
            Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

            Get in touch with me on Discord

            Comment


            • #21
              Originally posted by jojo8026 View Post
              Is this coming in time for 4.12 in next month or 4.13 in May?
              [MENTION=287455]jojo8026[/MENTION] I'm sorry, I can't commit on that yet. I'll keep you posted here
              Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

              Get in touch with me on Discord

              Comment


              • #22
                Originally posted by franktech View Post
                There's some incredibly interesting stuff being done on here recently...

                And none of it from Epic, like this and this and now this, Kudos!

                Looking forward to seeing some close-up video fly-thru's if you have any...
                [MENTION=11397]franktech[/MENTION] Thanks! I'll have texturing support soon and put up a flyby video
                Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                Get in touch with me on Discord

                Comment


                • #23
                  Originally posted by KoldKam View Post
                  Hey! Thank you but no users were found when I searched for that ID on Steam?

                  EDIT: I found you on Skype though?
                  Hey Ali, I don't know if you saw this or not, haha.

                  Comment


                  • #24
                    Planets!



                    Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                    Get in touch with me on Discord

                    Comment


                    • #25
                      Originally posted by KoldKam View Post
                      Hey Ali, I don't know if you saw this or not, haha.

                      KoldKam, I PM'ed you
                      Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                      Get in touch with me on Discord

                      Comment


                      • #26
                        Wow, I wish I was clever enough to be able to do those voxel landscapes (I'd love to have that in Eden).

                        Beautiful work Ali Akbar (as usual).

                        Comment


                        • #27
                          Voxel all the way really. Landscapes are so XX century tech.

                          You could also do voxel only, then add some editor function that bakes voxel into landscape. At this point user can edit it as landscape.

                          Comment


                          • #28
                            Originally posted by ioFlow Studios View Post
                            Wow, I wish I was clever enough to be able to do those voxel landscapes (I'd love to have that in Eden).

                            Beautiful work Ali Akbar (as usual).
                            Hey Simon, your dynamic textures tutorial was very helpful for city architect. Thanks for making it! Eden is looking really nice. Keep up the awesome work!
                            Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                            Get in touch with me on Discord

                            Comment


                            • #29
                              Added Ambient Occlusion baking. After generating the landscape, from each generated vertex, I shoot rays and query the nearby density field and save the occlusion data as vertex color. It is sampled for far and short occlusion ranges


                              Last edited by Ali Akbar; 05-25-2016, 03:50 PM. Reason: typo
                              Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                              Get in touch with me on Discord

                              Comment


                              • #30
                                Originally posted by Nawrot View Post
                                Voxel all the way really. Landscapes are so XX century tech.

                                You could also do voxel only, then add some editor function that bakes voxel into landscape. At this point user can edit it as landscape.
                                Voxels won't work with the heightmap based landscape tooling available in the editor, since the heightmap data is saved in a 2D texture, while voxel data is saved in 3D

                                I have ideas for some interesting tooling around this

                                In the mean time, some close up procedural scenes for first person / third person games



                                Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                                Get in touch with me on Discord

                                Comment

                                Working...
                                X