[=Daedalus51;18388]
Hey man, just a couple of questions out of interest^^
-are you using landscape and the worldbrowser? (if yes, is it all one landscape or are you using multiple ones…asking because of texture sample limitation to get nice variation over large terrains^^)
-if not, is it all static meshes with mesh/vertex paint and if so, how are you LODing?
-is the lighting fully dynamic right now (if yes, how do you use the static reflections because they bleed and shine like hell without lightmass and how do you get the movable light shadows on the directional to cover a large distance while staying sharp
and also have good performance^^)
-if not, how do you manage lightmass for such large worlds
Sorry for all the questions, I am just curious to know^^
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Hi, thanks for asking
Our game is being developed With Different methods of development in open worlds So for now we are using Static Meshes for details on the map for waterfalls, roads, runways, tunnels in an easy and familiar way.
Our method of LODing is simple, we have 4 layers of LOD, one is the distant view (a very Low Poly version of the Map), the third layer is a textured map with a medium quality, the second is a map with textures of good resolution and almost detailed ; the last layer is the detailed and lively world (rocks, particles, plants, pedestrians, and all those little details) where the player can catch a glimpse; Of course all this comes within a certain radius of the player. (We also use Fog and DoF)
Exactly is Dynamic Lighting, the first day we had the problem with the unbearable brightness with static reflections but we managed with Blueprints, timelines, correct materials for the map and all possible combinations to have a beautiful cycle of day and night but with bugs (for now, its a work on progress and now we are changing this).
There are more things in development but I can only say that for now.
Cheers