Flexman Posted June 21, 2010 Share Posted June 21, 2010 Having to paint grass on larger maps really soaks up load time and shouldn't be necessary. Maybe a system to procedurally generate ground detail/clutter would be a nice to have feature. Or even some data on how the vegetation system stores data so we can maybe attack this ourselves. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Michael Betke Posted June 21, 2010 Share Posted June 21, 2010 Sorry to pull Cryengine out of my hat again, I'm not a fanbox or so, hehe. But you have an additional checkbox near every terrain layer to choose which vegetation type will auto-grow there. This would be a nice thing to have. The tool uses the values you entered in the vegetation type like distributin, lod ranges, etc.. A texture layer can have multiple vegetation specimen set. Downside: While using it for wide and open fields I noticed the vegetation was popping out of nowhere on an entire terrain "quad". It's hard to explain but it looks like if it doesnt blend in the vegetation with its viewdistance but all in one on a tile. Maybe Josh can do better. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
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