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minifloppy
05-18-2011, 10:00 AM
Hi all, I've finally finished a jungle environment I've been working on for the last months. It features 100% custom models and textures. Hope you like it, comments & criticism are welcome! :)

http://farm4.static.flickr.com/3654/5732017908_5c2c313052_z.jpg (http://www.flickr.com/photos/minifloppy/5732017908/)

Video: Vimeo (http://vimeo.com/minifloppy/udk-jungle-environment) - Youtube (http://www.youtube.com/watch?v=tPRttFZQohc&hd=1)

You can also download it (http://dl.dropbox.com/u/23248640/udk_jungle_environment_mp4.zip) if you don't like video streaming :p.

Screenshots

http://farm3.static.flickr.com/2609/5731471323_1c0fbcd9bc_m.jpg (http://www.flickr.com/photos/minifloppy/5731471323/) http://farm3.static.flickr.com/2569/5731469181_f78011c8db_m.jpg (http://www.flickr.com/photos/minifloppy/5731469181/) http://farm6.static.flickr.com/5306/5731468633_cc4df878b7_m.jpg (http://www.flickr.com/photos/minifloppy/5731468633/)

You can see the rest of the set on Flickr (http://www.flickr.com/photos/minifloppy/sets/72157626745753170/).
Edit: as requested on BU I've put together a collection (http://dl.dropbox.com/u/23248640/UDK_JungleEnvironment_2560x1440.zip) of hi-res screenshots to be used as wallpapers.

Download: Beta 1 (http://db.tt/dXQS77Z)

If no errors will be found this will become the final version and I'll upload it to other sites like gamefront.com. Right now the installation has been tested on two computers and all went smooth. Please read the readme.txt file included in the archive before playing the map.

HavocInferno
05-18-2011, 10:46 AM
are the plants speedtrees or staticmeshes?

Count_de_Money
05-18-2011, 11:22 AM
Really impressive work there. Thumbs up. :)

minifloppy
05-18-2011, 11:24 AM
are the plants speedtrees or staticmeshes?

Some of them are SpeedTrees (with custom meshes for the leaves) while other are static meshes as you can see here (http://www.minifloppy.it/public/plants_ex_02.jpg) and here (http://www.minifloppy.it/public/plants_ex_01.jpg).

SpeedTree was a huge time saver for this project, especially for leaves distribution. The only thing that I missed was the ability to export the trees as OBJ to refine them and create lightmaps in 3DS Max.


Really impressive work there. Thumbs up. :)
Thanks Count_de_Money! :)

guvenc
05-18-2011, 11:55 AM
fantastic :)

K'Aviash
05-18-2011, 02:06 PM
Yeah, really impressive. I know where to come in future ;)

minifloppy
05-18-2011, 02:17 PM
fantastic :)


Yeah, really impressive. I know where to come in future ;)

Thanks for the kind comments! :)

Anubis 'Shadowgod'
05-18-2011, 02:46 PM
This world looks like a kind of paradise, in my opinion! I personally do really love this one, because I'm in love with Mother Earth and Nature, that's why I'm always very impressed, when people do artistic things like this! Just damn breathtaking and I can't stop watching this video! Keep it up, mate! You rock! :)

Havoc89
05-18-2011, 04:50 PM
Looks great, nice work!

xXSLAD3Xx
05-18-2011, 05:23 PM
Looks very good! Love the lighting

TheAgent
05-18-2011, 05:34 PM
It looks great! I wouldnt say 100% custom as i think i see some UT GDC Assets. Good overall.

minifloppy
05-18-2011, 06:19 PM
This world looks like a kind of paradise, in my opinion! I personally do really love this one, because I'm in love with Mother Earth and Nature, that's why I'm always very impressed, when people do artistic things like this! Just damn breathtaking and I can't stop watching this video! Keep it up, mate! You rock! :)


Looks great, nice work!


Looks very good! Love the lighting

Thanks guys! Really appreciate it. :)

minifloppy
05-18-2011, 06:29 PM
It looks great!
Thanks! :)


I wouldnt say 100% custom

The only items I used from UDK are the fire emitters and the sounds. Models and textures are 100% custom made.


i think i see some UT GDC Assets.

If you're speaking of the temple meshes, well, the source of inspiration is obviously the same one Epic used (the Angkorian temples (http://en.wikipedia.org/wiki/Angkor) in Cambodia).

TheAgent
05-18-2011, 08:07 PM
Ahh i see what you mean! Thanks for clarifying, great job and keep it up.

Max Power
05-18-2011, 08:21 PM
Looks great, can't wait to download it.

neurosys
05-19-2011, 04:05 AM
I like it!
I agree with the dude who said it looks like 'a paradise'.
I've been wanting to do something like this, I'm particularly amazed with the construction of realistic looking water and waterfalls. I've not mastered creating my own yet.

Have you considered doing things other than jungle? I think this is really good and would love to see what you would do with other types of atmospheres. The thing that pops to mind is beach utopias, but theres tons of those too from the crytek mod crowd. I think it would be interesting to do a mountain range with forests and hidden valleys, caves and waterfalls, no elves tho. At any rate I will sub to your youtube so I dont miss your next video :) ITS COOL!

Ryan Commodore
05-19-2011, 06:27 AM
It's very impressive.
I hope that it will make it into your final game.

minifloppy
05-19-2011, 07:14 AM
Ahh i see what you mean! Thanks for clarifying, great job and keep it up.

No problem. :)


Looks great, can't wait to download it.

Thanks, I hope to release it soon.


I like it!
I agree with the dude who said it looks like 'a paradise'.
I've been wanting to do something like this, I'm particularly amazed with the construction of realistic looking water and waterfalls. I've not mastered creating my own yet.

The river material is really just an application of the DestDepth + PixelDepth expressions, as explained (http://udn.epicgames.com/Three/MaterialsCompendium.html#DestDepth) on UDN.

Waterfalls were a little bit more difficult to make as I had to mix the expressions above with some alpha maps and find a nice looking shape for the static mesh where the material would be applied. You can find some good examples in UT3.
Anyway, I'm not 100% satisfied with how they turned out in the end. I think the best waterfalls I've ever seen are in Crysis where they've found a way to blend rock meshes, water meshes and emitters together that makes for a very realistic result.



Have you considered doing things other than jungle? I think this is really good and would love to see what you would do with other types of atmospheres. The thing that pops to mind is beach utopias, but theres tons of those too from the crytek mod crowd. I think it would be interesting to do a mountain range with forests and hidden valleys, caves and waterfalls, no elves tho. At any rate I will sub to your youtube so I dont miss your next video :) ITS COOL!

Doing a mountain range would be really cool, I've always been impressed by the valley level in the first Crysis where you fight with tanks.
What's really missing in UDK right now to build a level like that one are terrain tools with automatic trees and plants distribution. This is especially true when you have to work with SpeedTrees as you cannot even use the static mesh tools.

Anyway, thanks for subscribing to my channel! :)


It's very impressive.
I hope that it will make it into your final game.
Thanks Ryan Commodor, but I'm not developing a game, it's only just an environment I made for fun and to learn more about high poly modeling and texturing.

minifloppy
05-24-2011, 08:36 PM
Sorry for the bump, but I've just released the playable environment! I added the download link to the first post (http://forums.epicgames.com/showpost.php?p=28385255&postcount=1).

grimcat
05-24-2011, 11:18 PM
Excellent. Thank you!

NoisyMonk
05-25-2011, 11:31 AM
Stunning work mini. Love the atmosphere; lighting, composition, sounds, etc. My only crit would be to edit out the first 5sec where you emerge from the water, the visible division above/below the waterline gives a bad first impression. ;)

I've got a few questions for you, as I'm working on a Jungle themed environment as well, and I'm fairly new to UDK. Hopefully you can answer some of these. :)

1. Where do you get your textures? Specifically your foliage; fronds, banana leaves, barks, etc.. I've found a few online, but I'm spending hours trying to fix up crappy photos to make them use-able.

2. What are some average poly/tri counts on your trees and foliage? Speed and Static if you could.

3. You must have an impressive array of foliage and stonework made by now, how many unique assets do you think you made for this scene?

4. Is there anything in the scene that you aren't happy with? Maybe something you didn't have enough time to finish?

5. Any tips that you learned while working on this scene that you could give to someone working on a similar scene? Things to avoid or not waste time on? How you went about planning the scene?

Again, great work, you've done an excellent job. And thanks in advance if you get any time to answer some of my questions!
Monk.

Parkour131
05-25-2011, 01:18 PM
I commented on this, I'm XantoLikesGames. You, are a genius. Extremely well done. :)

minifloppy
05-25-2011, 05:58 PM
I commented on this, I'm XantoLikesGames. You, are a genius. Extremely well done. :)

Thanks Parkour131! :) I saw the comment on Youtube but didn't have the time to reply

Stunning work mini. Love the atmosphere; lighting, composition, sounds, etc. My only crit would be to edit out the first 5sec where you emerge from the water, the visible division above/below the waterline gives a bad first impression. ;)
Thanks Monk. Yep, the transition could have used some more work. :)


1. Where do you get your textures? Specifically your foliage; fronds, banana leaves, barks, etc.. I've found a few online, but I'm spending hours trying to fix up crappy photos to make them use-able.
I had some problems too finding good textures. The tropical ones are from CGTextures.com (http://www.cgtextures.com) (an awesome website) or painted by hand in Photoshop using a graphic tablet. The remaining foliage textures were derived from photos I took in my garden.


2. What are some average poly/tri counts on your trees and foliage? Speed and Static if you could.
Triangle count is quite variable:

bananas: from ~1000 to ~3500;
palms: from ~800 to ~4000;
generic trees: from ~700 to ~6000;
bushes and other small plants: from ~20 to ~700.

Keep in mind that what really kills rendering performances is overdraw not triangle count (which you can keep under control with LODs). In my experience using a good shape for leaf meshes and a good alpha channel on the texture is more important than saving some polygons.


3. You must have an impressive array of foliage and stonework made by now, how many unique assets do you think you made for this scene?
I made nearly 50 organic models (trees, bushes, plants, rocks, waterfalls, water planes, etc.) and ~30 architectural models (many of them were assembled using reusable pieces though, like the roof of the temple or the stone piles). Not all the models made into the final piece, I have a lot of models that I have not used as I didn't like how they turned out in the end.


4. Is there anything in the scene that you aren't happy with? Maybe something you didn't have enough time to finish?
Sure! I wanted to add flowers, fruits, grass and fauna to create a richer environment. The temple could have used a lot more work, I have at least 4 unfinished models of statues and decorations sitting on my hard drive. I also not like (http://forums.epicgames.com/showpost.php?p=28389938&postcount=18) the waterfall meshes.


5. Any tips that you learned while working on this scene that you could give to someone working on a similar scene? Things to avoid or not waste time on? How you went about planning the scene?
The best advice I can give you is to keep focused on your goal: write down what you want to achieve, make a list of things you want to include in the map, plan head all the things you can before actually start making models and textures, study the objects and places you take inspiration from.

I made some of these things (but not all of them) before starting the map, but if I could go back I would spend much more time getting pre-production material and information. The more you plan ahead the more you keep focused and focus is maybe the most important thing for a personal learning project.


Again, great work, you've done an excellent job. And thanks in advance if you get any time to answer some of my questions!
Monk.
Wow! This was a long reply. :p Hope you find it useful!

NoisyMonk
05-26-2011, 10:24 AM
Thanks for answering all my questions, great reply mini!

It's been a long time since I've checked out CGTextures, there was some good stuff at the time, but just a little short on content. Glad to see they now have a pretty extensive library of stuff. Some great stuff there now.

Thanks for the info about polys and overdraw. Its been several years since I've done any game dev, and all I remembered was poly counts being the big issue back then. Guess the issue now is overdraw and material complexity. I'll have to look into importing my own meshes to SpeedTree to get some better polygon shapes - hopefully I can maintain the functionality of ST forces and wind on my own models.

Great stuff, mini. Lots of good info. Looking forward to seeing your next project!
Monk.

Reality4
05-26-2011, 04:48 PM
Great work! There's still a shortage of environment artists, game developers will be glad to have you.


Keep in mind that what really kills rendering performances is overdraw not triangle count (which you can keep under control with LODs). In my experience using a good shape for leaf meshes and a good alpha channel on the texture is more important than saving some polygons.

I'm currently creating some leaf meshes and was wondering how I should handle the transparency. You say overdraw kills the performance, but looking at your jungle: isn't that one big overdraw? All those leaves use transparency right? So when should I use more polygons and when transparency? And what makes an alpha channel good in your opinion?

Well... if you find the time for some answers. ;)

Thanks for sharing!

minifloppy
05-26-2011, 08:38 PM
Great work! There's still a shortage of environment artists, game developers will be glad to have you.

Thanks! :)


I'm currently creating some leaf meshes and was wondering how I should handle the transparency. You say overdraw kills the performance, but looking at your jungle: isn't that one big overdraw? All those leaves use transparency right? So when should I use more polygons and when transparency? And what makes an alpha channel good in your opinion

Yep, when doing foliage you have to rely on alpha maps, but you can limit the overdraw area size by using a polygonal shape that follows the leaf borders as much as possible instead of using a simple plane and mask it all out with alpha, even if you end up having more polygons this way.

Speaking of alpha maps it may only be a matter of personal taste, but I prefer to have high contrast borders and clean surfaces and shapes.

Obviously I'm by no mean an expert and this is all based on personal experience and on what I read in articles and online forums. I will be more than happy if someone with more experience and knowledge wants to add something.

Max Power
05-26-2011, 10:33 PM
Got a chance to install and play this today. It's very nice.

I did have problems loading into the game initially in full screen mode (just wouldn't load up). I fixed this by changing the UDKGame/Config/DefaultEngineUDK.ini, and set full screen to false under system settings.

It'd be great to implement some basic adventure gameplay/story telling to guide the player through it. There's a lot to see.

Blizzard_Edge
05-27-2011, 01:19 AM
Great work. Doing this detailed of an environment is very impressive and inspiring since maybe I can learn as well. :P

I am downloading the environment now. Do you have any tips besides the overdraw/alpha mask one you shared for getting good performance in a detailed level? I assume this particular level does not require streaming though I have not looked at it yet.

Did you have any issues with texture pop-in or LOD pop-in that you had to work to fix?

Also, do you have any advice or knowledge about the UDK and anti-aliasing? I am a big fan of "clean" game imagery over lots of post-processing, and Mirror's Edge is probably my favorite UE3 game (largely because of the well done light in Beast, and what has to be an excellent custom AA solution).

Thanks very much for sharing!

Freekill
05-27-2011, 08:15 AM
Do you have a general thought regarding the terrain textures placement?
Right now it feels like they are just random placed and the world have no impact on them.
I think that you either go with only the brown texture or else make a trail with the brown and have the grass as default, like this: http://www.anyhere.com/gward/snaps/kauai00/Huleiatrail1.jpg

minifloppy
05-27-2011, 09:26 AM
Thanks everybody for the kind words. :)



I did have problems loading into the game initially in full screen mode (just wouldn't load up). I fixed this by changing the UDKGame/Config/DefaultEngineUDK.ini, and set full screen to false under system settings.
Don't know what caused that strange behavior, if it happens again please post your log file. :)


It'd be great to implement some basic adventure gameplay/story telling to guide the player through it. There's a lot to see.
Yes, it could have been nice indeed, but it would have taken way too much work to get it right.



I am downloading the environment now. Do you have any tips besides the overdraw/alpha mask one you shared for getting good performance in a detailed level? I assume this particular level does not require streaming though I have not looked at it yet.
Did you have any issues with texture pop-in or LOD pop-in that you had to work to fix?
No, I didn't use level streaming as the environment is fairly small. Speaking of performances I found the optimization guide on UDN to be an invaluable resource, along with this post (http://www.polycount.com/forum/showthread.php?t=68249) on Polycount forum. LODs were not a big issue, I just tweaked the value in the Static Mesh editor and overridden the default value on single instances where required.


Also, do you have any advice or knowledge about the UDK and anti-aliasing? I am a big fan of "clean" game imagery over lots of post-processing, and Mirror's Edge is probably my favorite UE3 game (largely because of the well done light in Beast, and what has to be an excellent custom AA solution).
No sorry, I don't have any experience with anti-aliasing in UDK, maybe you can find some information on UDN.


Do you have a general thought regarding the terrain textures placement?
Right now it feels like they are just random placed and the world have no impact on them.
I think that you either go with only the brown texture or else make a trail with the brown and have the grass as default, like this: http://www.anyhere.com/gward/snaps/kauai00/Huleiatrail1.jpg
Well, that's just what I've done. I have four terrain textures: mud, grass, fallen leaves, gravel. I used grass and fallen leaves as a base, mud for trails and mud + gravel near the water.

Freekill
05-27-2011, 11:09 AM
Well, that's just what I've done. I have four terrain textures: mud, grass, fallen leaves, gravel. I used grass and fallen leaves as a base, mud for trails and mud + gravel near the water.
Then I guess thats about taste, personally I wouldn't use the fallen leafs to much cause it doesn't contrast the mud.
One particular place that I feel could use some work on this is is the beginning of the walkthrough(or end at the video).

(This is just minor critique, the rest is stunning =P)

minifloppy
05-27-2011, 11:52 AM
Then I guess thats about taste, personally I wouldn't use the fallen leafs to much cause it doesn't contrast the mud.
One particular place that I feel could use some work on this is is the beginning of the walkthrough(or end at the video).

(This is just minor critique, the rest is stunning =P)

Ah, ok! I see what you mean, but I think people can find their way through quite easily anyway. :p

There are some places here and there that could have used some more work and the place you mentioned is definitely one of them. But you know, on personal projects you come to the point that you really have to release your work and start something new! :)

Reality4
05-27-2011, 06:45 PM
minifloppy, thank you for the feedback!

Just wondering, how many tris are in view in average?

3dFoin
06-09-2011, 08:24 AM
It's so beautiful it makes me wanna go travel :D

MaKiPL
06-11-2011, 05:40 AM
You made CryEngine3 from UDK. Nice!
What's your PC spec? - Is map lagging?

minifloppy
06-11-2011, 07:11 AM
minifloppy, thank you for the feedback!

Just wondering, how many tris are in view in average?

I already replied, but the reply was lost when the forums were rolled back in the last few days. So here's the reply, again. :p

I didn't keep track of triangle count while building the project, but you can see how many tringles are in view by yourself by downloading the map and running the 'stat' console command.


It's so beautiful it makes me wanna go travel :D


You made CryEngine3 from UDK. Nice!
What's your PC spec? - Is map lagging?

Thanks guys! :)

My PC is a Core i7 920 @ 3.5Ghz, 6 GB RAM, Raden HD 4890. It runs the map fine (30 fps or more) at 1680x1050.

micahpharoh
06-11-2011, 01:12 PM
it looks fantastic. Great job on this.

Cnix
07-01-2011, 06:06 AM
it looks awesome good job

A Rabbit
07-01-2011, 10:15 AM
Really cool, keep up the great work!

brunomartelli
07-14-2011, 04:04 PM
the rocks, rock!

minifloppy
07-14-2011, 05:56 PM
Thanks everyone! :)

jos3wa
07-15-2011, 01:51 PM
This looks amazing! What program did you use to creat the objects in this?

minifloppy
07-17-2011, 04:36 PM
This looks amazing! What program did you use to creat the objects in this?

Thanks. :) Models were made in 3D Studio Max/Mudbox and SpeedTree Editor. Textures were either painted from scratch or photo sourced in Photoshop.

Anubis 'Shadowgod'
08-24-2011, 07:19 AM
Does anybody know, how to install this environment? I've been trying for weeks to get it done, but it never works! In the editor, all packages are missing and the UDK Game doesn't work for me at all (UDK Game always crashes). Dunno how to solve this!!!

Thanks in advance for your help, guys!

collix
08-24-2011, 08:20 AM
Does anybody know, how to install this environment? I've been trying for weeks to get it done, but it never works! In the editor, all packages are missing and the UDK Game doesn't work for me at all (UDK Game always crashes). Dunno how to solve this!!!

Thanks in advance for your help, guys!
In the editor all packages are missing? You can't run this in the editor, you're supposed to 'play' this, like you would install and run a normal game or app :)

minifloppy
08-24-2011, 08:36 AM
Does anybody know, how to install this environment? I've been trying for weeks to get it done, but it never works! In the editor, all packages are missing and the UDK Game doesn't work for me at all (UDK Game always crashes). Dunno how to solve this!!!

Thanks in advance for your help, guys!

Please uninstall the environment and download it again from here (http://dl.dropbox.com/u/23248640/udk_jungle_environment_setup_beta.zip) to make sure the archive did not get corrupted somehow. Run the install again and then try to launch the game from the start menu.

If it does not start properly, please post the log file you find inside the installation folder and we'll try to troubleshoot the problem. :)

About the editor, collix is right: it gets not installed with the environment as UDK does not allow to redistribute it with the game.

Anubis 'Shadowgod'
08-25-2011, 02:30 AM
Thanks a lot for your fast response, guys!

I uninstalled and reinstalled the environment, but it still doesn't work! UDK game crashes whenever I try to start it.

Here is my log file...

Log: Log file open, 08/25/11 08:17:56
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
Init: Version: 8364
Init: Epic Internal: 0
Init: Compiled (32-bit): May 12 2011 16:19:17
Init: Changelist: 871961
Init: Command line: -seekfreeloading
Init: Base directory: J:\UDK\Jungle Environment\Binaries\Win32\
DevConfig: GConfig::LoadFile associated file: ..\..\UDKGame\Config\UDKCompat.ini
[0000.31] Init: Computer: ANUBIS
[0000.31] Init: User: Chris
[0000.31] Init: CPU Page size=4096, Processors=4
[0000.31] Init: High frequency timer resolution =25.000000 MHz
[0000.31] Init: Memory total: Physical=8.0GB Pagefile=16.0GB Virtual=4.0GB
[0000.31] Log: STEAMWORKS initialized 0
[0000.34] Init: WinSock: I am Anubis (xxx.xxx.x.x:0)
[0000.34] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.
[0000.34] Init: Object subsystem initialized
[0000.35] Warning: Warning, Unknown language extension DEU. Defaulting to INT
[0001.11] Init: OS stats:
[0001.11] Init: Windows Vista Service Pack 1
[0001.11] Init: RemoteDesktop=0
[0001.11] Init: Memory stats:
[0001.11] Init: Physical: 8189MB
[0001.11] Init: Virtual: 4095MB
[0001.11] Init: PageFile: 16430MB
[0001.11] Init: CPU stats:
[0001.11] Init: MeasuredPerformanceTime: 206.726 (measured now)
[0001.11] Init: Hyperthreaded: 0
[0001.11] Init: NumProcessorsPerCPU: 1
[0001.11] Init: NumLogicalProcessors: 4
[0001.11] Init: NumPhysicalProcessors: 4
[0001.11] Init: MaxSpeed: 2166
[0001.11] Init: CurrentSpeed: 2166
[0001.11] Init: CoresPerProcessor: 4
[0001.11] Init: IsOnBattery: 0
[0001.11] Init: BatteryLevel: -1
[0001.11] Init: Manufacturer: Intel
[0001.11] Init: CPUName: INTEL Pentium-III
[0001.11] Init: L1CacheSize: 32
[0001.11] Init: L2CacheSize: -1
[0001.11] Init: Architecture: x86
[0001.11] Init: GPU stats:
[0001.11] Init: VendorID: 000010DE
[0001.11] Init: DeviceID: 00001244
[0001.11] Init: DriverVersion: 8.17.12.6759
[0001.11] Init: DeviceName: NVIDIA GeForce GTX 550 Ti
[0001.11] Init: DriverName: nvd3dum.dll
[0001.11] Init: PixelShaderVersion: 3
[0001.11] Init: VertexShaderVersion: 3
[0001.11] Init: VRAMQuantity: 960
[0001.11] Init: DedicatedVRAM: 947
[0001.11] Init: AdapterCount: 1
[0001.11] Init: SupportsHardwareTnL: 1
[0001.11] Init: Machine detected compatibility level: Composite: 4. CPU: 5. GPU: 4.
[0001.11] Init: Previous detected compatibility level: Composite: 0. CPU: 0. GPU: 0.
[0001.13] Init: System Settings changed using SetFriendlyGraphicsSettings:
[0001.13] Init: System Settings:
[0001.13] Init: StaticDecals=true
[0001.13] Init: DynamicDecals=true
[0001.13] Init: UnbatchedDecals=true
[0001.13] Init: DynamicLights=true
[0001.13] Init: DynamicShadows=true
[0001.13] Init: LightEnvironmentShadows=true
[0001.13] Init: CompositeDynamicLights=true
[0001.13] Init: SHSecondaryLighting=true
[0001.13] Init: DirectionalLightmaps=true
[0001.13] Init: MotionBlur=true
[0001.13] Init: MotionBlurPause=true
[0001.13] Init: DepthOfField=true
[0001.13] Init: AmbientOcclusion=true
[0001.13] Init: Bloom=true
[0001.13] Init: bAllowLightShafts=true
[0001.13] Init: Distortion=true
[0001.13] Init: FilteredDistortion=true
[0001.13] Init: DropParticleDistortion=false
[0001.13] Init: bAllowDownsampledTranslucency=false
[0001.13] Init: SpeedTreeLeaves=true
[0001.13] Init: bUseMaxQualityMode=false
[0001.13] Init: SpeedTreeFronds=true
[0001.13] Init: OnlyStreamInTextures=false
[0001.13] Init: LensFlares=true
[0001.13] Init: FogVolumes=true
[0001.13] Init: FloatingPointRenderTargets=true
[0001.13] Init: OneFrameThreadLag=true
[0001.13] Init: UseVsync=false
[0001.13] Init: UpscaleScreenPercentage=true
[0001.13] Init: Fullscreen=true
[0001.13] Init: bAllowD3D9MSAA=false
[0001.13] Init: AllowD3D11=false
[0001.13] Init: AllowOpenGL=false
[0001.13] Init: AllowRadialBlur=true
[0001.13] Init: AllowSubsurfaceScattering=true
[0001.13] Init: AllowImageReflections=true
[0001.13] Init: AllowImageReflectionShadowing=true
[0001.13] Init: bEnableBranchingPCFShadows=false
[0001.13] Init: bAllowHardwareShadowFiltering=false
[0001.13] Init: bAllowBetterModulatedShadows=false
[0001.13] Init: bEnableForegroundShadowsOnWorld=false
[0001.13] Init: bEnableForegroundSelfShadowing=false
[0001.13] Init: bAllowWholeSceneDominantShadows=true
[0001.13] Init: bUseConservativeShadowBounds=false
[0001.13] Init: bAllowFracturedDamage=true
[0001.13] Init: bForceCPUAccessToGPUSkinVerts=false
[0001.13] Init: bDisableSkeletalInstanceWeights=false
[0001.13] Init: HighPrecisionGBuffers=false
[0001.13] Init: bAllowSeparateTranslucency=true
[0001.13] Init: bAllowTemporalAA=false
[0001.13] Init: bEnableParallelApexClothingFetch=false
[0001.13] Init: SkeletalMeshLODBias=0
[0001.13] Init: ParticleLODBias=0
[0001.13] Init: DetailMode=2
[0001.13] Init: ShadowFilterQualityBias=0
[0001.13] Init: MaxAnisotropy=4
[0001.13] Init: MaxMultiSamples=1
[0001.13] Init: MinShadowResolution=64
[0001.13] Init: MinPreShadowResolution=8
[0001.13] Init: MaxShadowResolution=1120
[0001.13] Init: MaxWholeSceneDominantShadowResolution=1344
[0001.13] Init: ResX=1280
[0001.13] Init: ResY=720
[0001.13] Init: UnbuiltNumWholeSceneDynamicShadowCascades=3
[0001.13] Init: WholeSceneShadowUnbuiltInteractionThreshold=50
[0001.13] Init: ShadowFadeResolution=128
[0001.13] Init: PreShadowFadeResolution=16
[0001.13] Init: MotionBlurSkinning=1
[0001.13] Init: ApexDestructionMaxChunkIslandCount=2147483647
[0001.13] Init: MaxDrawDistanceScale=1.000
[0001.13] Init: ScreenPercentage=100.000
[0001.13] Init: SceneCaptureStreamingMultiplier=1.000
[0001.13] Init: ShadowTexelsPerPixel=1.273
[0001.13] Init: PreShadowResolutionFactor=0.500
[0001.13] Init: ShadowFilterRadius=2.000
[0001.13] Init: ShadowDepthBias=0.012
[0001.13] Init: PerObjectShadowTransition=60.000
[0001.13] Init: CSMSplitPenumbraScale=0.500
[0001.13] Init: CSMSplitSoftTransitionDistanceScale=4.000
[0001.13] Init: CSMSplitDepthBiasScale=0.500
[0001.13] Init: CSMMinimumFOV=40.000
[0001.13] Init: CSMFOVRoundFactor=4.000
[0001.13] Init: UnbuiltWholeSceneDynamicShadowRadius=20000.000
[0001.13] Init: ShadowFadeExponent=0.250
[0001.13] Init: NumFracturedPartsScale=1.000
[0001.13] Init: FractureDirectSpawnChanceScale=1.000
[0001.13] Init: FractureRadialSpawnChanceScale=1.000
[0001.13] Init: FractureCullDistanceScale=1.000
[0001.13] Init: DecalCullDistanceScale=1.000
[0001.13] Init: TessellationFactorMultiplier=1.000
[0001.13] Init: TemporalAA_MinDepth=500.000
[0001.13] Init: TemporalAA_StartDepthVelocityScale=100.000
[0001.13] Init: TemporalAA_JitterStartDepthScale=3.000
[0001.13] Init: ApexLODResourceBudget=1000000020040877300000.000
[0001.13] Init: ApexDestructionMaxChunkSeparationLOD=1.000
[0001.13] Log: TEXTUREGROUP_World: (MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0001.13] Log: TEXTUREGROUP_WorldNormalMap: (MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0001.13] Log: TEXTUREGROUP_WorldSpecular: (MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0001.13] Log: TEXTUREGROUP_Character: (MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0001.13] Log: TEXTUREGROUP_CharacterNormalMap: (MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0001.13] Log: TEXTUREGROUP_CharacterSpecular: (MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0001.13] Log: TEXTUREGROUP_Weapon: (MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0001.13] Log: TEXTUREGROUP_WeaponNormalMap: (MinLODSize=1024,MaxLODSize=1024,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0001.13] Log: TEXTUREGROUP_WeaponSpecular: (MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0001.13] Log: TEXTUREGROUP_Vehicle: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0001.13] Log: TEXTUREGROUP_VehicleNormalMap: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0001.13] Log: TEXTUREGROUP_VehicleSpecular: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0001.13] Log: TEXTUREGROUP_Cinematic: (MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0001.13] Log: TEXTUREGROUP_Effects: (MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFi lter=Linear,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0001.13] Log: TEXTUREGROUP_EffectsNotFiltered: (MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0001.13] Log: TEXTUREGROUP_Skybox: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0001.13] Log: TEXTUREGROUP_UI: (MinLODSize=1024,MaxLODSize=4096,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0001.13] Log: TEXTUREGROUP_Lightmap: (MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0001.13] Log: TEXTUREGROUP_RenderTarget: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0001.13] Log: TEXTUREGROUP_MobileFlattened: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0001.13] Log: TEXTUREGROUP_ProcBuilding_Face: (MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0001.13] Log: TEXTUREGROUP_ProcBuilding_LightMap: (MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilte r=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simple Average)
[0001.13] Log: TEXTUREGROUP_Shadowmap: (MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGe nSettings=TMGS_SimpleAverage)
[0001.13] Log: TEXTUREGROUP_ColorLookupTable: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0001.13] Log: TEXTUREGROUP_Terrain_Heightmap: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0001.13] Log: TEXTUREGROUP_Terrain_Weightmap: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0001.13] Log: TEXTUREGROUP_ImageBasedReflection: (MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFi lter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Bl ur5)
[0001.13] Log: TEXTUREGROUP_Bokeh: (MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilte r=Linear,MipFilter=Linear,MipGenSettings=TMGS_Simp leAverage)
[0001.13] Init: Friendly System Settings:
[0001.13] Init: TextureDetail=Level5
[0001.13] Init: WorldDetail=Level5
[0001.13] Init: ShadowDetail=Level5
[0001.13] Init: bUseVSync=0
[0001.13] Init: bUseMSAA=0
[0001.13] Init: ScreenPercentage=100
[0001.13] Init: UpscaleScreenPercentage=1
[0001.13] Init: ResX=1280
[0001.13] Init: ResY= 720
[0001.13] Init: Fullscreen=1
[0001.13] Init: Writing new compatibility level to ini. Composite: 4. CPU: 5. GPU: 4.
[0001.33] Log: Shader platform (RHI): PC-D3D-SM3
[0001.42] Log: PhysX GPU Support: DISABLED
[0001.43] Init: Initializing FaceFX...
[0001.43] Init: FaceFX 1.7.4 initialized.
[0001.47] Init: XAudio2 using 'Lautsprecher (Creative SB X-Fi)' : 8 channels at 48 kHz using 32 bits per sample (channel mask 0x63f)
[0004.83] Init: Finished loading startup packages in 3.15 seconds
[0004.84] Log: 65290 objects as part of root set at end of initial load.
[0004.84] Log: 0 out of 0 bytes used by permanent object pool.
[0004.84] Log: Initializing Engine...
[0004.84] Warning: Warning, Failed to load 'ApexDestructibleDamageParameters UDK_APEXDamageMap.UDKDamageMap': Failed to find object 'ApexDestructibleDamageParameters UDK_APEXDamageMap.UDKDamageMap'
[0004.94] Init: UEngine initialized
[0004.94] Log: Working around XDK XAudio2 regression: TRUE
[0004.96] Init: XAudio2Device initialized.
[0005.25] Init: Client initialized
[0006.86] Log: Steamworks is unavailable
[0012.64] Critical: appError called: Rendering thread exception:
Fatal error!

Address = 0x1f0fb38 (filename not found) [in J:\UDK\Jungle Environment\Binaries\Win32\UDK.exe]
Address = 0x689223 (filename not found) [in J:\UDK\Jungle Environment\Binaries\Win32\UDK.exe]
Address = 0x6a2ae3 (filename not found) [in J:\UDK\Jungle Environment\Binaries\Win32\UDK.exe]

[0012.64] Critical: Windows GetLastError: Der Vorgang wurde erfolgreich beendet. (0)
[0012.69] Log: === Critical error: ===
Rendering thread exception:
Fatal error!

Address = 0x1f0fb38 (filename not found) [in J:\UDK\Jungle Environment\Binaries\Win32\UDK.exe]
Address = 0x689223 (filename not found) [in J:\UDK\Jungle Environment\Binaries\Win32\UDK.exe]
Address = 0x6a2ae3 (filename not found) [in J:\UDK\Jungle Environment\Binaries\Win32\UDK.exe]


System.Runtime.InteropServices.SEHException error in UDK:

Eine externe Komponente hat eine Ausnahme ausgelöst.

bei GuardedMainWrapper(Char* , HINSTANCE__* , HINSTANCE__* , Int32 )
bei ManagedGuardedMain(Char* CmdLine, HINSTANCE__* hInInstance, HINSTANCE__* hPrevInstance, Int32 nCmdShow)

Thanks in advance for your help, again! :)

collix
08-25-2011, 04:18 AM
I had a similar problem in the editor when building lighting.
You should try installing it in C:\UDK instead of in J:\UDK :)
Hope it helps!

DifferenceEngine3D
08-25-2011, 03:29 PM
Hey, minifloppy, just a quick question... how did you do the lighting? Is it lightmass, and if so, what were your build times like? :D Incredible work, simply stunning! I'm looking to implement something like this myself (temperate woodland rather than forest, but same idea) and am looking for any help I can get on the best way to light a complex environment like this.

Cheers, and keep up the good work!

minifloppy
08-26-2011, 01:46 PM
Hey, minifloppy, just a quick question... how did you do the lighting? Is it lightmass, and if so, what were your build times like? :D Incredible work, simply stunning! I'm looking to implement something like this myself (temperate woodland rather than forest, but same idea) and am looking for any help I can get on the best way to light a complex environment like this.

Cheers, and keep up the good work!

Thanks. :) All the lighting was done with a single dominant light using Lightmass. It took 25 minutes to render on an i7 920 at medium quality if I remember correctly. I think it took 40 minutes for production quality, but the differences between medium and production quality were barely noticeable.

DifferenceEngine3D
08-26-2011, 01:53 PM
Thanks. :) All the lighting was done with a single dominant light using Lightmass. It took 25 minutes to render on an i7 920 at medium quality if I remember correctly. I think it took 40 minutes for production quality, but the differences between medium and production quality were barely noticeable.

Thanks for the info! I'll let you in on a secret; it was your environment that make me decide to concentrate on Unreal rather than invest any more time and energy on "anotherengine©". :D Spectacular work, and I've got your site bookmarked for any new wonders... Any little preview or hint you could give us on your next one? I for one breathlessly await ;)

minifloppy
08-27-2011, 06:45 AM
Spectacular work, and I've got your site bookmarked for any new wonders... Any little preview or hint you could give us on your next one? I for one breathlessly await ;)

Right now I'm doing some contractual work for a game company and I have very little time to spare with personal projects. We'll see in the future though. Thanks for bookmarking my website. :)

Anubis 'Shadowgod'
08-28-2011, 03:17 AM
I had a similar problem in the editor when building lighting.
You should try installing it in C:\UDK instead of in J:\UDK :)
Hope it helps!
This might helps, but I don't do that! The C drive is my system drive, there are my OS and drivers only! I also hate it to install user stuff of UT3 on C. If UDK doesn't work perfectly on other drives, so be it! Somehow I'm sad about this, but whatever...

UDKKutigi77
09-20-2011, 08:13 AM
Very well done.

Jurij
11-10-2011, 12:47 AM
Amazing, very good work, I love it !

Husam_Dgr
11-10-2011, 01:37 AM
Great job, it's very beautiful.