Ok, so someone mentioned World Composition that wont be of much use with an infinite voxel world.
However offsetting or shifting the player origin would be useful to prevent floating point issues.
Ok, so someone mentioned World Composition that wont be of much use with an infinite voxel world.
However offsetting or shifting the player origin would be useful to prevent floating point issues.
@HeadClot Isn’t SetWorldOriginLocation enough?
I was not aware of this. Let me do some research with this function
@HeadClot It’s directly changing location of all actors in the scene.
I don’t know if it is just my pc but ill throw my specs up and hope one of you guys will know why I lag really bad when i try to run the project or when i try to edit terrain.
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System Information
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Time of this report: 9/20/2017, 09:25:12
Machine name: You Wish :P
Operating System: Windows 7 Professional 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_ldr.170810-1615)
Language: English (Regional Setting: English)
System Manufacturer: System manufacturer
System Model: System Product Name
BIOS: BIOS Date: 12/27/16 19:14:51 Ver: 05.0000C
Processor: Intel(R) Core(TM) i5-6600K CPU @ 3.50GHz (4 CPUs), ~3.5GHz
Memory: 32768MB RAM
Available OS Memory: 32510MB RAM
Page File: 5148MB used, 59868MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.01.7601.17514 32bit Unicode
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Display Devices
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Card name: Intel(R) HD Graphics 530
Manufacturer: Intel Corporation
Chip type: Intel(R) HD Graphics Family
DAC type: Internal
Device Key: Enum\PCI\VEN_8086&DEV_1912&SUBSYS_86941043&REV_06
Display Memory: 1824 MB
Dedicated Memory: 192 MB
Shared Memory: 1632 MB
Current Mode: 1920 x 1080 (32 bit) (60Hz)
Monitor Name: Generic PnP Monitor
Monitor Model: VA2465 SERIES
Monitor Id: VSCB730
Native Mode: 1920 x 1080(p) (60.000Hz)
Output Type: Displayport External
Driver Name: igdumdim64.dll,igd10iumd64.dll,igd10iumd64.dll,igdumdim32,igd10iumd32,igd10iumd32
Driver File Version: 21.20.0016.4678 (English)
Driver Version: 21.20.16.4678
DDI Version: 11
Driver Model: WDDM 1.1
Driver Attributes: Final Retail
Driver Date/Size: 5/30/2017 16:55:38, 93565096 bytes
WHQL Logo'd: Yes
Your GPU (Intel HD Graphics 530) is an integrated GPU: it won’t run any recent game.
What you could try is to set the Depth property of the VoxelWorld actor to 1.
Anyway if you consider seriously Game Dev I’ll suggest buying a real GPU, as you config is quite good apart from that.
Definitely your PC
Check out wiki entry on Recommended Hardware : A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums
Impressive stuff!
Thought of trying your hand at animated voxels?
i.e. Convert skeletal mesh to voxels and still have it animate.
Just curious.
I have an idea. When you dig a cave and it was too thin, you could get the surface to collapse. With column or that kind of actor’s help, you can stop it. But it mustn’t be standart option. If you don’t want to use it, you could keep this option close.
@Kris I first need to finish static mesh import ;), but I don’t really see the point of this, as it would be quite costly and won’t look great.
Thank you so much!
Hey Phyronnaz,
Got a few Requests for this plugin,
I have a bunch of height maps that I would like to stamp into the voxel terrain similar to how Gaia handles things.
Here are the requests -
Question -
Is it possible to save out the the Voxel Terrain? If so how do I do this?
@HeadClot
1: I’ve already done landscape import, all I need to do is VoxelModifiers: actors that you can place into the scene to modify the terrain.
2: Definitively want to add that.
For now only runtime save is supported, see the wiki page
In the wiki for using this, it states “Content is required to use materials”. I know how to migrate between projects, but exactly which content is required? I’d rather not bloat my project with things I’m not going to use, like the ThirdPerson stuff or VehicleAdv.
@Morgrhim All you should need is the VoxelMaterial folder and eventually the VoxelPlayerController.
idea for foliage spawning: spawns based on up vector distance of chunk from world location, I think if you did it this way it would work for all your current generators. This way you can stop spawning grass after a certain height and not have trees in valleys
what would be better for my pc?
EVGA GeForce GTX 750 Ti
or
Nvidia GeForce GTX 770
both have the same price but what one is better?
I’m not a hardware guy TBH lol
If you can afford either, you should get a newer gen card like a GTX 1060 3gb, you can get one new for the same price as you’d buy a used 770 for.
In fact if you can part with a total of $289, about $40 more than the typical price of a used 770 online, you can get a 6gb GTX 1060 that’ll last you a lot longer.
https://www.newegg.com/Product/Product.aspx?Item=N82E16814137018
@HeroicVillain Foliage spawning is based on the material, which can be defined from the position. I plan to add a slope limit for the foliage: slope would be computed from an up vector depending on the position and given by the WorldGenerator.
I only have $180 i can spend not $300. thats why i asked what is better because i can get either of them for $147 using amazon because I have amazon prime and they are cheaper when i use prime to buy it.