Thank you so much!
Going to pick this up as soon as I can
Also that Image on art station is beautiful.
Some time ago I was wondering what physical disk size would the package have - 2gb ? 3gb ?
9,3 GB is da*n much…
Does the textures really weight that much ?
Hello wielkiczarnyafgan, yea, the 30 4k textures are a massive hit on the filesize, but the 6 example maps come with baked lightmaps ofcourse and those also cost 1.3 gb.
You can always remove any unwanted textures or maps if you want
Since any seamless texture will work, I assume most people will create or use their own textures but for the people who are just beginning with ue4 I wanted to supply a library of seamless textures.
I hope this isnt a problem for you!
Okay, I was going to delete the example maps after all.
Cant blame you
And please show me some work if you are allowed to! I would love to see what people make with the pack!
Just purchased and having a blast creating dungeon style gameplay. Thanks for the awesome pack.
I saw a package on Unity asset store but its nothing compared to this. Could you release an asset like this for Unity? I definietly would like to buy it!
Mine is still downloading, purchased last night.
Out of curiosity, how would I go from above ground into a made cave system? What is the best approach? As in how do I punch through the terrain level?
Cheers,
Max
Glad you liked it! Be sure to show me your work if you can!
Sadly I would need someone to recreate the very complex shader for me (I know of someone that could) but my inexperience with Unity wouldnt allow me to make a good looking example level.
If I could find someone that can make great environments I could consider it!
Hi Loucsam! There are actually a few meshes that make for good entrances, first 50 seconds of this video: https://www.youtube.com/watch?v=V0Rne8peaPM shows you a possible approach for one of those meshes.
there are also meshes with an “open” roof, combine those with some of the floor meshes and you could make other variations of entering a cave system.
You can paint holes in terrain if your landscape material is set up correctly - see here for documentation on the landscape visibility mask node and how to use it: Link
The package includes a bunch of entrance meshes for the modular base caves, or you could use some of the many rock meshes to hide the mesh seams. I think it’s going to depend on what kind of cave you want to build - the big cave meshes, in my experience, are best used as a canvas to decorate with lots of smaller rocks and wall pieces to shape the space the way you want it
Thankyou, wow such quick responses. Cheers.
You peeps arent only my (potential) costumers, you are fellow developers & peers as well so I will do my best for you
Martin Egger used my caves (and those from manufactura if im correct) for his environment art/game project for his game design bachelor!
Gracias de Maravilla…! son los mejores
¡Gracias amable señor!
__
On another node, due to some changes in how ue4.9 works the cave pack was unavailable for a while.
It should now be available for 4.9 again.
Currently working on another pack, after I finish that one I will come back to this one, fix a few minor bugs and add LOD’s to the props.
Long time since this package went live
Using 4.9, it seems that the CM_LCave_CRLD_01 asset causes the editor to lock up when I am attempting to edit it. Locks up at 55%.
One minor thing, is that since the sections are single sided, they allow light to penetrate through them, so attempting to make them all double-sided to prevent that (I hope it works!)
I wouldnt suggest to make them double sided (if we are speaking by setting the material like that). It will result in also baking the light from outside onto the surface inside.
You can either use some of the block off meshes provided in the package, or apply some of your own. (or use BSP if really needed, and then convert to static mesh) this will allow you to block the lighting from outside.
Im currently checking what is causing the with CRLD_01, if its already in the level its fine, but opening/dragging from the content browser is causing some weird lockup.
Edit:
If you open a level (i.e. the mesh showcase map) that already has the mesh placed, it works fine afterwards. (even after closing/opening editor again).
Any you can verify that for me Savior?
I’m setting the render double sided in the mesh attributes. It seems to work (dark inside the caverns unless it’s using an open section. I’ll need to create a new project and check on that. I’ve run into a few assets that cause the. Some of the time, it’s just a matter of waiting; who knows.
Static Mesh Settings: Double Sided Geometry = True
Hello All!
Major update!
And yes, I wrote that in a mayor font!
Anyways, what kind of update?
I was able to reduce the filesize from almost 10gb to almost 5gb without any quality nor content loss.
AND! the free cave/rock package is now already embedded into the package, so no need to download it seperately again.
this means the pack now contains 25 more meshes, and two more materials!
I am currently waiting for nopal’s reply to add that package in as well.
Once the package is uploaded I will post here
Now back to work on another package, once that is done I will update this pack again and hopefully be able to get much better displacement results on the meshes.
I think performance wise, blocking the lighting with a few big meshes is probably more optimal.