S. Krezel - Dynamic Tree & Plant Generator

[QUOTE=Wrekk;571176]
Thanks, it works now. :slight_smile:

EDIT: Neeeevermind. Placing a plant works, but everything else crashes it still :confused:
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I’ve fixed the crashes internally by changing deprecated AttachTo nodes to new ones. I did it by removing all AttachTo nodes before converting it from 4.11 to 4.12 (I’ve temporarily replaced them with ā€˜INSERT ā€œATTACH TOā€ NODE HERE!’ comments :slight_smile: ), then, in 4.12 I’ve added the new nodes. Otherwise it crashed and didn’t allow me to even open a project.
The bug that @Nate is talking about is another one, probably not related to crashes. It caused tree stump sections to detach from the rest.

[QUOTE=jwatte;571199]
Don’t know how I missed this when it first came out. Looks great!
Separately, I do like to stay on the latest UE version, so I’ll look out for when it all works together again and pick it up at that point.
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Thanks, I’ll do my best to update it as soon as possible after 4.13 comes out.

Any chance you’re going to update it to work with 4.13 previews? :slight_smile:

[QUOTE=Wrekk;576996]
Any chance you’re going to update it to work with 4.13 previews? :slight_smile:
[/QUOTE]

I’m working on a new system for tree interaction animation (wind & force reaction based on GPU, faster and less bug prone + to prevent any further situations like with 4.12, where UE skeletal control bugs destroyed this tool for 4.12) and I assume that I’ll be able to finish it without any more bugs getting in my way. It involves recreating generation logic almost from scratch though, so it takes some time. But this is my main goal right now, to update it as soon as possible. I’ll switch my current WIP project to 4.13 Preview 1 tomorrow and probably work from there. I can’t update Marketplace product for preview versions, I must wait for official 4.13 - bu I’ll let you know when I’m done.
Along with the new system I’ll be able to implement some new interesting features - I’ll post some info when I’ll be sure that I’ll be able to implement them (UE bug-traps are almost everywhere… :wink: )

That sounds really awesome! I can’t wait! :> Just take the time you need though. :slight_smile:

my project is in 4.11 is there any tutorial how to even use the forest generator? it does nothing on my maps. no trees get spawned at all. can i get some help getting it to work?

[QUOTE=frostic;589537]
my project is in 4.11 is there any tutorial how to even use the forest generator? it does nothing on my maps. no trees get spawned at all. can i get some help getting it to work?
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Please check the ā€˜Big Update Features’ map, it has a ForestMaker actor example. Basically just drag&drop it and select desired trees & plants to spawn.

BTW. I’m finishing the big update for 4.13, it will be almost like Dynamic Tree & Plant Generator 2 - everything is improved and many new features are added. I hope that I’ll be able to finish it within a few days, I work all day (+ half night :)) on it, to finish it asap. I’ll post updates here as soon as it will be ready for release.
Thanks!

the issue is that it dont work in custom maps. i have a 23 mile wide map made of lots of tiles.
but it wont show trees at all.

this video will show you wat i mean. I have teamviewer if you want to use it to assist me fixing it
thankyou for such an awesome asset! the trees work great and look so cool!

[QUOTE=frostic;589591]
the issue is that it dont work in custom maps. i have a 23 mile wide map made of lots of tiles.
but it wont show trees at all.

this video will show you wat i mean. I have teamviewer if you want to use it to assist me fixing it
thankyou for such an awesome asset! the trees work great and look so cool!
[/QUOTE]

I see that your terrain is located very high, even at the grass level it has Z location of 191810 units. That’s why the ForestMaker can’t detect it right now.
I’ll fix it in the upcoming update, but you can fix it quite easily until the update is out: In the ForestMaker blueprint, in Construction Script, change this fragment like that:
Trees_quickFix.gif

Then compile it and now it should work even on extreme heights :slight_smile:

Thanks, I’m glad that you like it!

[QUOTE=Slavq;589599]
I see that your terrain is located very high, even at the grass level it has Z location of 191810 units. That’s why the ForestMaker can’t detect it right now.
I’ll fix it in the upcoming update, but you can fix it quite easily until the update is out: In the ForestMaker blueprint, in Construction Script, change this fragment like that:
Trees_quickFix.gif

Then compile it and now it should work even on extreme heights :slight_smile:

Thanks, I’m glad that you like it!
[/QUOTE]

this is how i got it to work! cheers and thankyou for this content! well worth the money for it!

Great that you’ve got it working! Basically the ā€˜Set this to the Hight’ marked value must be greater than the first one, and if you place ForestMaker right on the ground by drag & drop, then it should work even with values like 10000 (ā€˜Set this to the lowest’ value) and 15000 (ā€˜Set this to the Hight’ value) - but yeah, the more diverse (in terms of height values) your terrain is, the more you should put in this second value. I’ll fix it in the upcoming update for 4.13, to make it more convenient.
Thanks and good luck with your project!

this system is way too cool man. if you do any improvements i dont know what it would be but man this if freaking amazing. one question though. in your videos i see grass? is this included? i cant seem to find grass types THANKYOU! you saved me months and months of setting trees manually. i have made 200 tree types but now i can delete them because my modeling trees sucks since they are not animated. this is just too cool!

[QUOTE=frostic;589856]
this system is way too cool man. if you do any improvements i dont know what it would be but man this if freaking amazing. one question though. in your videos i see grass? is this included? i cant seem to find grass types THANKYOU! you saved me months and months of setting trees manually. i have made 200 tree types but now i can delete them because my modeling trees sucks since they are not animated. this is just too cool!
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That extra video is an example of tree usage in game, the grass is just a part of the game scenery and it’s not included. However I see that it can confuse some people, sorry - I’ll remove the link to that video from the description in the upcoming update, it won’t be accurate anymore anyway. Too many improvements incoming.
Thanks, it’ll become even cooler in 4.13 update, soon! :slight_smile:

Any update on the update? :stuck_out_tongue:

[QUOTE=Wrekk;599326]
Any update on the update? :stuck_out_tongue:
[/QUOTE]

Sorry for the delay, but it’s true that last 10% of a project can take longer than previous 90%… During testing I’ve discovered a bug - conflict between old generation system vs the new one - and it needed to be refactored. Now everything works ok, the old generation system was cut out entirely.
Good news is that the new system allows more control (I’ll post full info with release notes) and it’s way more optimized. ā€˜Every cloud has a silver lining’.
Probably next week. That’s still my top priority (btw. I use this tool for my own game) and I really want to finally get it done, especially that there are many new things & improvements that I want to show you :slight_smile:

[QUOTE=Slavq;599342]
Sorry for the delay, but it’s true that last 10% of a project can take longer than previous 90%… During testing I’ve discovered a bug - conflict between old generation system vs the new one - and it needed to be refactored. Now everything works ok, the old generation system was cut out entirely.
Good news is that the new system allows more control (I’ll post full info with release notes) and it’s way more optimized. ā€˜Every cloud has a silver lining’.
Probably next week. That’s still my top priority (btw. I use this tool for my own game) and I really want to finally get it done, especially that there are many new things & improvements that I want to show you :slight_smile:
[/QUOTE]

I honestly can’t wait to see what you have in store for us. :slight_smile:

[QUOTE=Slavq;599342]
Sorry for the delay, but it’s true that last 10% of a project can take longer than previous 90%… During testing I’ve discovered a bug - conflict between old generation system vs the new one - and it needed to be refactored. Now everything works ok, the old generation system was cut out entirely.
Good news is that the new system allows more control (I’ll post full info with release notes) and it’s way more optimized. ā€˜Every cloud has a silver lining’.
Probably next week. That’s still my top priority (btw. I use this tool for my own game) and I really want to finally get it done, especially that there are many new things & improvements that I want to show you :slight_smile:
[/QUOTE]

[QUOTE=Wrekk;599344]
I honestly can’t wait to see what you have in store for us. :slight_smile:
[/QUOTE]

I can’t wait either! I’ve been patiently waiting for a while now. I’m the one who contacted you through your 2016 YouTube video btw.
: )

I can’t wait for this update I’m sure it will be amazing. I got a question do you use external animations or are these totally dynamic? I’d love to learn to use dynamic animations myself if there is such a thing haha

[QUOTE=frostic;601183]
I can’t wait for this update I’m sure it will be amazing. I got a question do you use external animations or are these totally dynamic? I’d love to learn to use dynamic animations myself if there is such a thing haha
[/QUOTE]

They’re dynamic, and the motion is driven by float curves. Previously they were based on combination of skeletal & component transform, but now the whole animation system is moved into GPU and driven by material. Big performance boost & more flexibility :slight_smile:

Regarding the update, all new features are finished - now I need to update documentation levels (new/improved/overhauled features) and create a video with the new features.

[QUOTE=Slavq;601203]
They’re dynamic, and the motion is driven by float curves. Previously they were based on combination of skeletal & component transform, but now the whole animation system is moved into GPU and driven by material. Big performance boost & more flexibility :slight_smile:

Regarding the update, all new features are finished - now I need to update documentation levels (new/improved/overhauled features) and create a video with the new features.
[/QUOTE]

WOOHOO. I’m so excited!

[QUOTE=Slavq;601203]
all new features are finished - now I need to update documentation levels (new/improved/overhauled features) and create a video with the new features.
[/QUOTE]

any eta when you can release the project? even without the videos i’m stuck at a stand still waiting haha <3