Bigo35
(Bigo35)
August 13, 2018, 3:50am
21
Not working ! Update ? Plugins? thx !
TheSubZer0
(TheSubZer0)
January 18, 2020, 2:24am
22
I downloaded a code file from the eu4 forum to edit the engine code to add an extra feature in the particle editor, the problem is that I don’t know which way to go to add the code or where to paste the file with the code.
TheSubZer0
(TheSubZer0)
January 18, 2020, 2:24am
23
Unreality
(The Excel Experts Ltd)
November 19, 2020, 11:01pm
24
Konflict:
Overdraw with transculent materials are really expensive (redrawing the actual star and cloud texture information on screen).
The method that **@ ** have presented runs only once (calculates the particle positions when the particle system gets created) therefore it have no expense later. Shader Complexity of the projected content can always be inspected to see what are the real implications of alot of overdrawn pixels.
This c++ implementation is still a little less expensive than creating similar results purely with materials and not using this engine modification at all. The key difference here is that the galaxymap informations can be recalculated always at runtime, or you can simply generate them only once at the begining of the particle system’s life. But it have very little expense actually to recalculate them live. GPU’s are rather good at calculating stuff.
A particle material is capable to modify the world position offset of each individual particle, which can be calculated at runtime:
Implemented the same calculus from the c++ code purely into materials using built in nodes and it works just fine
After a little tweaking and adding a some effects to the material the result looks even better
The real expenses here the transculent material, and more importantly the blended-textured areas, they generate the real expenses (eg the smoke)
Even, if your material looks this large, the calculus can have very little footprint on the actual peformance
I’d love to see your solution as its clearly beyond my understanding would you share it?
Unreality
(The Excel Experts Ltd)
November 21, 2020, 5:52pm
25
I’d love to get this code working but i followed the steps. Everything compiles but there is no option for ‘Galaxy Location’ its just NOT THERE
milos4_4
(milos4_4)
January 17, 2021, 6:40pm
26
How can i find this file?
ParticleModuleLocationGalaxy.generated.h
Cultrarius
(Cultrarius)
January 25, 2021, 7:14am
27
It is auto-generated by Visual Studio when you compile your project, you don’t need to worry about it.