Results 1 to 3 of 3
  1. #1

    Default SpeedTree in iOS

    Hey all,

    is there a thread on the implementation of SpeedTree assets in the new UDK mobile? I've been running some test scenes to experiment and I'm seeing some strange behavior that makes me feel that a) it's not up and running yet or b) (much more likely) some user error on my part.

    In checking out the Citadel scene, it appears all the trees are static meshes and not SpeedTree assets. The SpeedTree with the UDK won't export as OBJ or FBX so that direct route is out.

    I brought in a native SpeedTree asset of my own as a test and dropped a few instances around at various sizes and scales. When I run the mobile previewer on my PC, the trees are missing, but there is one in the center of level with no scale change. Trunk and branch materials come through though no leaf cards. Shadows from the trees are on the walls.

    When I push the level to the iPhone, there is nothing of the trees but their shadows on the wall (not even the center tree mentioned above). I've skimmed for some threads on this but can't find anything.

    Can anyone point me at some more info?

    Cheers,
    Pete

  2. #2

    Default

    I have the exact same issue. Lightmass maps get baked in the textures so you can see where the trees should be, but there are no trees when running on an iOS device. I'm starting to think that Speedtree is simply unsupported on UDK mobile at the moment?

  3. #3
    MSgt. Shooter Person
    Join Date
    May 2010
    Posts
    82

    Default

    Hi there:
    I don't think the UDK mobile support the speedtree actor. I have two proofs:
    1. when you hit the mobile previewer, which preview the game you created using ES2.0 (or whatever), and the result you see will be what you will see in your iphone or ipad. However, after I put a speedtree in my level, then save the map and hit mobile previewer, the speedtree actor is not there at all.
    2. Speedtree used script based rendering system, which means the speedtree actors are not composed by polyon mesh, but by scripts( I don't know the detail). The engine need to decode this script into renderable mesh then output the result to the screen. I don't think UDK mobile package have this function for now (at least in December version).

    Cheers,


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.