Yeah unfortunately DirectX is required for more than 16 samplers… Which means only 6 Texture Samplers are usable by us in the material (with the rest going to lighting/material properties).
We’ll have to try and pack every texture as grey-scale and re-build it back in manually, for example we can fit 2 normal maps in one texture (using only the R & G channels of the original) then re-adding in the B channel, which is usually close to a value of 1.0. might slightly reduce the graphical fidelity since the B channel is not usually 100% blue, but it shouldn’t have too much of an effect on the looks.
Not sure what the current sampler count is at, or how we will go about reducing it, but it is something we will look into @juii. If we pack them down enough and use noise generating functions I think we can get it low enough, but it will reduce the quality of the water surface somewhat.
Hi, I would like ask about buoyancy.
I checked OceanExampleMap_02, with simple and tried to add my ship.
The FAQ on says I have add Buoyancy Movement Component to my blueprint, while the ship blueprints used by demo maps have Buoyancy Force? (though for me, neither work unforunately…)
Which one I need for buoyancy?
Also the doc says I should tweak with Mass in kg, but didnt help - no buoyancy… ![]()
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Hi there,
The info on the wiki is outdated and will need to be replaced, it is set up using the old system which will be removed from the plugin in the near future.
You will not be able to use the OceanExampleMap_02, the surface in that level is an older version we were using for testing. Please use the “OceanExampleMap_01” instead, or create a new level if you want. Creating a new level will require a lot of setup and knowledge of the systems used, so I highly recommend modifying the _01 map instead.
For buoyancy you will need to use the BuoyancyForce component similar to the other boats / ships. buoyancy requires the new surface to operate, so it won’t work with the other map.
Hope that helps!