Unlike UDK’s speedtrees, UE4’s speedtrees are just static meshes. Wind is handled with the shader but i dont think the performance cost would be too different than a handmade tree.
I will try it out after I have downloaded the sample ones provided by SpeedTree
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Take a look at those vegetation meshes: ?v=BivVXw-NLTw those are pretty good ones -> speedtree
To get such a quality you can either use speedtree or just model them by yourselfe
Thank you guys for answers. Actually we are not planning to port Lost Alpha to UE4 because we already did it on X-ray engine, I`m the one of team, who took part in making of Stalker LA, we are looking for the best engine to render open world the best way and with many “tasty” things =)
[QUOTE=;105889]
I will try it out after I have downloaded the sample ones provided by SpeedTree
Take a look at those vegetation meshes: ?v=BivVXw-NLTw those are pretty good ones -> speedtree
To get such a quality you can either use speedtree or just model them by yourselfe
Beautiful trees I can’t watch gaming videos or play games anymore without seeing AI paths and commands bahaha… I had the same problems with watching new movies and trying to figure out what type of they used.
So basically what I am asking as a huge nub is, what tools do I need, or would help me, in order to produce quality terrain like above. And quality water (other than cascading which comes in UE4) etc…
I am looking to add more tools that will help me cut down costs for the future if I ever manage to get funding for an indie team. I want to optimize every aspect including fund allocations and resources which includes time.
Thank you guys for answers. Actually we are not planning to port Lost Alpha to UE4 because we already did it on X-ray engine, I`m the one of team, who took part in making of Stalker LA, we are looking for the best engine to render open world the best way and with many “tasty” things =)
With all respect
Hey just realized I hijacked your thread, sorry about that I’ll open a new one.
I was wondering, because my game concept requires a large open world too, does yours need dynamic responsive environments? Because mine requires the ability for weather to affect the world around it, for water levels to change, for players to be able to mine specific parts of environment, to cut down trees, to plant trees, to build structures just like in RUST etc… Just wondering how to make that possible.
[QUOTE=;105894]
Hey just realized I hijacked your thread, sorry about that I’ll open a new one.
I was wondering, because my game concept requires a large open world too, does yours need dynamic responsive environments? Because mine requires the ability for weather to affect the world around it, for water levels to change, for players to be able to mine specific parts of environment, to cut down trees, to plant trees, to build structures just like in RUST etc… Just wondering how to make that possible.
I guess we’re on the same wave, our project needs almost the same features =)
Thank you guys for answers. Actually we are not planning to port Lost Alpha to UE4 because we already did it on X-ray engine, I`m the one of team, who took part in making of Stalker LA, we are looking for the best engine to render open world the best way and with many “tasty” things =)
With all respect
:eek: That’s awesome! I hope you find UE4 as the right engine for the job and keep us updated on your progress.
Unlike UDK’s speedtrees, UE4’s speedtrees are just static meshes. Wind is handled with the shader but i dont think the performance cost would be too different than a handmade tree.
And each tree comes with multiple LOD’s (I heard they go all the way down to a billboard! I would have to look it up, but that is what I remember), and as long as you are placing them as a brush, the instancing should let you get pretty good performance, along with the random tree seeds (some will be taller/shorter, some have different branches, the rotation, etc are all possible when painting as foliage).
And as states, the wind effect is simply animated in a dynamic material.
Just remember to use the normal large map occlusion tricks detailed above by and others, and there shouldn’t be too much of a performance his if well optimized!
Good luck on your project Wozner!
And FitnessRegiminet too!
Speedtree is by far the best way to go now. I’ve tried a lot of tree building softwares such as the old UDK Speedtree, Forester, Tree[D], TreeIT and various scripts/plugins for 3d applications and no one of them can compare anymore.
It’s incredibly easy to create very detailed trees that are low poly and looks great.
Before the new Speedtree was released I’d say Forester was the best software for lowpoly trees, I used it for our project back in UDK and in the beginning of UE4 but I’m now remaking all our trees (20 different species and lots of other plants) in Speedtree. The LOD transitions (all the way down to billboards) are unlike any other and extremely easy to set up. You can also atlas everything together to save textures which is very useful and much quicker than doing kind of stuff by hand. Collisions and everything is built in and you don’t need to tinker with unified normals and stuff, everything is ready to go as soon as you have set it up in Speedtree, it’s so much quicker than any other workflow and you’d be a madman to model them by hand.
A single level can support up to about 5 km square (WORLD_MAX constant.) All gameplay features, including physics, vehicles and multiplayer should work fine with worlds that large. Of course, you can still place decorative actors ever further out.
If you need more than 5 km, we have a very cool new called “World Composition”. allows you to make huge worlds as large as you’d like. You’ll build the world out of many smaller “sublevels”, then place those sublevels on a big world map and the engine will take care of streaming them in and adjusting the player’s position to maximize floating point precision. works great with single-player games, or with multiplayer games where the players are always within a reasonable distance of each other. We’re still working on support for large-scale worlds with multiple players at huge distances from one another.
Also, depending on the game you’re making you may not need high precision physics at the 1 cm resolution. So by default 1 Unreal Unit is 1 cm, but if you were making a jet combat game you could treat 1 Unreal Unit as 1 meter, and achieve a 500 km world size. It all comes down the the smallest granularity of movement that you expect good simulation results from.
[QUOTE=;106686]
A single level can support up to about 5 km square (WORLD_MAX constant.) All gameplay features, including physics, vehicles and multiplayer should work fine with worlds that large. Of course, you can still place decorative actors ever further out.
If you need more than 5 km, we have a very cool new called “World Composition”. allows you to make huge worlds as large as you’d like. You’ll build the world out of many smaller “sublevels”, then place those sublevels on a big world map and the engine will take care of streaming them in and adjusting the player’s position to maximize floating point precision. works great with single-player games, or with multiplayer games where the players are always within a reasonable distance of each other. We’re still working on support for large-scale worlds with multiple players at huge distances from one another.
Also, depending on the game you’re making you may not need high precision physics at the 1 cm resolution. So by default 1 Unreal Unit is 1 cm, but if you were making a jet combat game you could treat 1 Unreal Unit as 1 meter, and achieve a 500 km world size. It all comes down the the smallest granularity of movement that you expect good simulation results from.
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Nice to hear , is there any of Epic working with TechLord or supporting the MMO Plugin? I mean it would be amazing to get some networking into unreal and I am sure many developers would love it.
[QUOTE=;106686]
A single level can support up to about 5 km square (WORLD_MAX constant.) All gameplay features, including physics, vehicles and multiplayer should work fine with worlds that large. Of course, you can still place decorative actors ever further out.
If you need more than 5 km, we have a very cool new called “World Composition”. allows you to make huge worlds as large as you’d like. You’ll build the world out of many smaller “sublevels”, then place those sublevels on a big world map and the engine will take care of streaming them in and adjusting the player’s position to maximize floating point precision. works great with single-player games, or with multiplayer games where the players are always within a reasonable distance of each other. We’re still working on support for large-scale worlds with multiple players at huge distances from one another.
Also, depending on the game you’re making you may not need high precision physics at the 1 cm resolution. So by default 1 Unreal Unit is 1 cm, but if you were making a jet combat game you could treat 1 Unreal Unit as 1 meter, and achieve a 500 km world size. It all comes down the the smallest granularity of movement that you expect good simulation results from.
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Amazing news , thank you for the reply. Our team will be considering UE4 for our new project.