Crytek must have had some magicians to have done it in 2005-2006.
Sends magicians to Epic
yeah I guess the KC: D roads aren’t automatically handling crossroads, and probably did a lot of touchups to get it looking as it does
well Crytek’s strength has always been graphics ;D
it’s the implementation that’s completely different. Epic seems to have had strong reasons to implement decals as deferred instead of geometry, so I’m not sure they’d go back to that old implementation (though they could just port it from UE3, then use as a base to start the spline version)
still curious how the CryEngine version behaves with terrain LOD. either it gets swallowed by it (as happens in UE3) or they have to re-compute the mesh every frame (which in the context of UE3 would be really expensive)
I don’t know how it’s done, I really don’t know much about the technical aspects of implementing a feature, but as an artist with sharp eyes I didn’t see anything going wrong in distance when terrain is LODing. It just works perfectly. I had a very sweet 5 years of Cryengining with it. Oh and BTW performance never had an issue even when placing a hundred roads.
Hey ,
I’m pretty certain the 5 votes on there are from people who have posted in here. The rest of UE4 userbase don’t know about this thread/feature request so I don’t know how anyone who needs this can vote for it unless I reach out to and let them know this feature request exists. Voting system isn’t an effective way of prioritizing tasks. Common sense indicates there’s a large audience needing proper roads in their projects, and for that, they need spline decals. I’ve created a thorough comparison here to demonstrate why people need it. Let me know how many votes are needed and we’ll give it to you.
Look into Clinton Crumpler’s underground bunker asset; it uses dither temporal AA to avoid this and uses decals at intersections and stuff. It looks fine (in VR the depth effects of it floating slightly above the ground are a bit of an issue, but not in 2D).
Dither Temporal AA is not a solution for anything in the current state of UE4’s Temporal AA
Dithering affects the edges very slightly, not very effective. Also can’t use decals all along actual roads that are sometimes hundreds of meters long.
Dark days…
Dither Temporal AA isn’t slight. Dithering in the source texture if that is what you mean is different and won’t work well. I wasn’t suggesting decals all along hundreds of meters of roads, just at intersections. It probably wouldn’t work great for paved road intersections, but it would for the type posted from KC: Deliverance.
Here’s a video on his techniques in the asset:
I’m posting in this thread again to throw my support behind this feature once more. I think -Dev has done a great job articulating why this feature would be very useful to pretty much any game with even a medium-sized outdoor environment.
Bumping this again as well. Games such as Squad, Battlegrounds, Ark, etc. (In other words, UE4’s top selling games :D) would greatly benefit from this feature.
At the very least, 's proposed implementation would also be great for blending any 3d asset, not just roads. As dev said, there’s currently no viable way to do this for meshes. Decal Splines would definitely be icing on the cake though
Fully agree that we need this. My team and I would greatly benefit from this. +1
Just in case if anyone is not aware yet, voting for the feature implementation is here: Unreal Engine Issues and Bug Tracker (UE-13142)
Vote people, we need this feature!
It’s standing at 51 votes now.
+1 for that. It really clearly describes the problem for whatever Epic dev might tackle the issue.
Hell, even Paragon would benefit from this.
Another vote here, pretty much every game that uses a terrain can benefit from this…
It’s become the second most wanted feature.
Nice! I’m really excited to see how much the community got on board with that. I’m passing all of what is happening along in my reports and getting this in front of the eyes of people who work on these systems.
I was the 79th vote…and now it’s number 1.