Hi Slavq
Great update, thank you for the great support on your product. Really awesome! ![]()
Hi Slavq
Great update, thank you for the great support on your product. Really awesome! ![]()
New update is already available! Release notes:
This update is mostly about improving existing features & adding 4.11 compatibility.
New surface align + rotation preview:

[QUOTE=Telimaktar;509499]
Hi Slavq
Great update, thank you for the great support on your product. Really awesome! ![]()
[/QUOTE]
Thank you! ![]()
Currently using this in UE4 4.10
When I make changes to a tree then click lock, it regenerates as lock is clicked and messes up all the changes I just made.
Am I missing something or is this a bug?
[QUOTE=Kielbasa;521058]
Currently using this in UE4 4.10
When I make changes to a tree then click lock, it regenerates as lock is clicked and messes up all the changes I just made.
Am I missing something or is this a bug?
[/QUOTE]
Iāve just checked this and it works without problems on my end, on both 4.10 and 4.11. Does this happen with all 3 ālockā checkboxes (trunk, branches, fruits)? Maybe you have an unlocked trunk, but trying to lock branches? In this case, it might appear as it changes, because main trunk still renegerates and attaches locked branches to it, even if branches are locked correctly. Try to lock the trunk first and see if the problems persists.
I am getting a script core error at this function Screenshot - bc13e443db32a60b03d68549990a624d - Gyazo when I open the BigUpdateFeatures map (happens at this time Screenshot - 03b686b15ab2fbdb15b47cab7db33e51 - Gyazo).
I am using 4.12 preview, and I know it isnāt supported yet, I just wanted to let you know.
I havenāt tried any of the other maps yet, Iāll edit this post by then.
EDIT: Every map except ForestDemo fails to load with the ScriptCore.cpp error.
EDIT 2: It happens in ForestDemo when I play it, so Iām guessing itās something like the tree/plant blueprint thatās causing it.
[QUOTE=Wrekk;521948]
I am getting a script core error at this function Screenshot - bc13e443db32a60b03d68549990a624d - Gyazo when I open the BigUpdateFeatures map (happens at this time Screenshot - 03b686b15ab2fbdb15b47cab7db33e51 - Gyazo).
I am using 4.12 preview, and I know it isnāt supported yet, I just wanted to let you know. ![]()
[/QUOTE]
It seems like 4.12 is still in its very early preview stage⦠Probably thatās why it throws these core errors. Iāll check this on my end soon, just need to download 4.12 Preview⦠I hope that it wonāt occur with final 4.12 build, but Iāll keep that in mind and prepare for this possibility before official 4.12 is out. Thank you! ![]()
Can this system also create pine and firn trees? If so, could you post a screenshot of that?
[QUOTE=black cat;522231]
Can this system also create pine and firn trees? If so, could you post a screenshot of that?
[/QUOTE]
The system can create any tree-type structures with any assets you can import (bark textures, leaf plane meshes, etc.) + it has many default textures & leaf planes (also pine & fir leaves)
We have a long weekend now (national holiday) and Iām outside of my main workstation till 04.05, but Iāve quickly made these on my laptop: Imgur: The magic of the Internet
This is with default presets. You can always add more branches, change their scale/angle/grow height/etc. to make it more uniform/more/less dense, etc. to your liking.
Your kit is great! I will definitely buy this for my next project ![]()
Keep up the good work!
[QUOTE=hamsterPL;522390]
Your kit is great! I will definitely buy this for my next project ![]()
Keep up the good work!
[/QUOTE]
Thank you! ^^
A new update has been submitted today. This one is mostly about improving and āstabilizingā existing features:
[QUOTE=Slavq;526588]
A new update has been submitted today. This one is mostly about improving and āstabilizingā existing features:
[/QUOTE]
Any chance it works in 4.12? ![]()
[QUOTE=Wrekk;526863]
Any chance it works in 4.12? ![]()
[/QUOTE]
It will work for sure when 4.12 will come out, but for now I havenāt tested it for 4.12, since this UE version is still in early preview state. So it might work after migrating from 4.11, but I canāt guarantee that until the official 4.12 is out.
[QUOTE=Slavq;526588]
A new update has been submitted today. This one is mostly about improving and āstabilizingā existing features:
[/QUOTE]
The update is live!
[QUOTE=Slavq;533065]
The update is live!
[/QUOTE]
Hi Slavq, this is a pretty cool looking tool that I am thinking of getting.
I was wondering how exactly does this affect the game size and frame rate when adding it to a game project? I see your demo looks good with the example but was curious to know more about the impact of it on a project build.
Iām pretty new to this stuff and it looks like it would be a huge help from what I am seeing so far.
[QUOTE=Deygus;533563]
Hi Slavq, this is a pretty cool looking tool that I am thinking of getting.
I was wondering how exactly does this affect the game size and frame rate when adding it to a game project? I see your demo looks good with the example but was curious to know more about the impact of it on a project build.
Iām pretty new to this stuff and it looks like it would be a huge help from what I am seeing so far.
[/QUOTE]
Hey, thanks!
Unpacked size of the package is around ~220 MB, and majority of the space is taken by texture target assets used by automatic billboards system. So it depends what you use in your project - when packaging, UE ignores unused assets, if Iām not mistaken.
Regarding frame rate - dynamic trees will always have more performance cost than a regular static meshes, but Iāve optimized this tool as much as I could (I also use this tool in my own game). You can see some example FPS numbers on the first page of this thread.
It always depends on how many trees/plants are visible at your screen, how dense they are placed⦠- itās hard to give an exact answer to āFPS hitā
Distant trees can automatically turn into billboards (as can be seen in the second video) at desired distance, which is a huge optimization for any sort of forests. When using trees in more top-down oriented games, the main performance factor is an overdraw coming from leaves - this is optimized by individually-cut meshes for all default leaf planes. Then there are optimizations for all the interactive stuff (wind, force reaction, etc.), culling and other things that should make this usable in most of games without big FPS hit.
If you have any other questions, feel free to ask.
When do you think itāll be updated for 4.12? ![]()
[QUOTE=Wrekk;545761]
When do you think itāll be updated for 4.12? ![]()
[/QUOTE]
4.12 introduced many bugs that prevent me from updating it to 4.12 - Iāve reproduced and reported all of them.
This one is already fixed, this one is not, but itās not that severe, and THIS is the one that needs to be fixed, because it destroys part of tree generation system.
So all we can do is wait for the UE-31890 to be fixed, as I canāt figure out any workaround for nowā¦
Ah, alright. Hope they get them fixed ASAP! ![]()
Any updates? ![]()