Perfect ! Good job !
I have a strange problem with your material of your demo content
https://img4.hostingpics.net/thumbs/mini_654042Sanstitre.png
What do you mean disable LODs? You need a LOD0 or nothing will be rendered
You’d need to make code changes to start putting information into the vertex colour channels.
You can’t have material functions in plugin content, so yeah the material is kinda broke at the moment. Best off making your own tbh until I get a to make a new one.
I see. Thanks for the reply.
I will have a go at it when I got the time. Just to dig around in the code for fun.
haha sorry, phrasing of my question is kinda strange
fixed it already, all good
thanks for your help
First time I’ve looked at the multiplayer side of things. Doesn’t look like it’ll be too much work. Hopefully have some time this week to get it finished.
Sounds good. Looking forward to poke those options as well.
I know you said it’s for the CGTerrain, but everything with this plugin is of interest to us. :o
I have to ask you something @mid_gen
When the World part is worked through, will there be LOD settings as well?
Can your plugin be used to enrich existing heightmaps? I was thinking of how to generate real world environments with real height data in UE4. Its possible in a StreetMap branch, but the landscape doesn’t look nice yet. Also LODing would be a topic to tackle.
Keep up the great work!
Will be eventually, the roots of it are already in there with the variable subdivision levels.
Not at present, although I don’t imagine it being too much work.
Got kinda sidetracked whilst making CGTerrain work in multiplayer, I’ve embarked on a complete refactor again. It wasn’t really working just hacking network support to the existing model.
Better to just redo it properly. Nice to have this luxury when working on your own projects :>
Sounds great. Then I know that I don’t need to make a serious LOD system, but a temporarily one that could potentially work.
Glad to see that the plugin is still a fun thing to work on. With mulitiplayer support and all.
It’s important to have fun with that one works on. Otherwise, it’s hard to get stuff done.
Just saw the 4.17 patch notes include async physx collision cooking finally. Assuming koderz can get this functionality hooked into the RMC fairly easily it should really unlock the possibilities of runtime terrain
Just wish I wasn’t neck deep in this multiplayer refactoring to try it out!
A lot of new things are on it’s way then. That’s good news!
And well, multiplayer opens up a lot of options as well.
I have a quick question. Not sure if it’s on the right place tho.
Is it currently possible to convert a fully built spherical world into a static mesh?
Nope, but if I remember right the RMC has functions to let you do that? Would be easy enough to take the code and make something that’ll do it for you.
Ah, yeah, that’s right:
· RMC <-> StaticMeshComponent conversions. SMC -> RMC at runtime or in editor. RMC -> SMC in editor. (new)
Could be interesting. But only in editor. But the code is there somewhere, so it should be possible.
You should be able to make a decent in-editor world generator that’ll spit out static meshes for you with the click of a button, using the code in the CGWorld class.
Getting there with the refactor…
For anyone interested in what I’m doing…I’m throwing away the old method of having a square grid and flipping rows/columns of tiles across to follow the pawn. It’s simple and crude and works ok for a single player but kinda sucks for multiplayer.
New system has a single Manager that you register a pawn with that you want terrain built around. The manager tracks the pawn and places tiles from the free stack in any sectors with X radius of that pawn. It periodically sweeps that the radius of the pawns and marks each sector as required. If a sector isn’t marked in a timeout period, the tile is hidden and returned to the free stack. Makes replication much easier too :>