I’ve searched and seen a couple posts on this, but nothing has really answered my question, and I wanted to be more specific in my own questions regardless.
Before I get further in I want to note:
I know this is difficult and will require (I’d imagine) engine edits and additions. I know I need gravity and I know there’s a thread that has that covered (for the most part). I’ve been coding mainly websites, off and on, for the last 17 years. I started programming in a lua style programming language on a 2D game that was already client/server connected about 13 years ago, and you could make your own server. I coded on there for several years with a client/server relationship and made full chat systems, battle systems, etc., so while I may not know all of UE4s API and works, I do understand daunting tasks (yes, this is more) and that it will take a lot of headaches and time. I’ve also worked in Unity, UE4, and a couple other random engines off and on for a while now with fairly simple things.
I’ve seen the Houdini planet creation example on the dudes student project example, and creating a planet like that is exactly what I’m trying to do. I don’t want to purchase Houdini, not only because I work in the oil field (scary) and have 3 children and not much to spare, but because I want the experience with UE4, and at the moment I don’t need all the other bells and whistles with it (I would love to later on when my project is a bit further along).
So what I’m trying to make, is a planet that can be seen from space and then land on it and walk around. Houdini uses 1/600 of earth size. If you don’t know, here: Procedural Planet Generator Tech-Demo, Houdini to Unity, Graduation project - YouTube
The problem is I have absolutely no idea where to start to make a detailed planet like that with UE4. Is it as simple as adding a sphere, working the LOD, and then whatever? To note as well, I am trying to make a rather large planet. I know there are restrictions. I’m not trying to make a real life scale of earth, and I know it’s not possible anyways.
So my questions are:
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Where do I start?
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Like mentioned above, is this a sphere in UE4? Is this a mesh that I can do in blender and import to UE4? Does it matter either way? And what is Houdini creating to do it?
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How to I work topography on the sphere?
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Is it applying noise? How do I do that (never had to before) to a UE4 object if that’s how it’s done? Is there a better way? Can I do it by hand in the best way (sphere, mesh)? If none, then how?
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Is there a way to only load part of a mesh or object in UE4 so it works like level streaming (even if it requires engine modifications)?
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If so, and if needed, where would I start?
I had the idea of editing the engine to use map IDs and wrap them, clustered by ID, to create planets, but it just seems like overkill to be honest with a lot of unneeded work.