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Proc Building now on UDN

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  • replied
    hi guys,
    I just try proc building today, and that's hard to make it work properly.
    I don't know if you find out yet, but i had the same prob at first.
    Perhaps you made the same mistake...
    I will just explain for the window how i setup:
    first my volume size: x: 618, y: 412, z: 201
    and my window: x:205 and z: 201
    Inside mesh node: I put: dimX: 205 and Dim Z: 201
    If you put someting bigger than the real size of your mesh that's explain the gap....
    The second thing is Repeat x: EPBAxis_X
    RepeatMax Size: 207
    Normaly i should put 205 but my volume size in x is 618, if i multiply 205 by 3 i get 615,
    3 unit low. In that's case he will put another mesh, 4 mesh instead 3 (all streach). But if you increase a litle your repeatMax Size it should Be ok.
    The other thing is to change your volume size manualy it will help you later for the next step.

    If someone get further than the tutorial, and find about square and partial occluded, or others tutos i'am more than interested.

    Ps: Sorry for my english

    Leave a comment:


  • replied
    Shed some light here wiseguys....please.

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  • replied
    Originally posted by Entilzar View Post
    Same problem here, a friend of mine followed the Tuto with well-made meshes, and he got the same result as HavocInferno.

    See Screenshot :
    Change Dim X and Dim Z values in the Mesh properties to fit walls and windows

    Edit:
    Does this procedural buildings feature supports fracture? if yes how can we do it?

    Leave a comment:


  • replied
    just tried this, not good atm, the meshes are unlit ingame!!! and by the looks of things you need to have your wall/window meshes 512 wide (mine are 256), gues we need to try a few more varibles

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  • replied
    Questions: A Procbuilding mesh can be use with a BSP brush for creating rooms and the interior of it?

    I mean, I want to make the building avaible to get into it, if I add rooms with BSP brushs can I make it? I was thinking of that and streaming levels for the rest... or, perhaps whole different scenes, but that would really suck. How about doors? Should the wall mesh have one? And what size in units is recomended for each mesh?

    Sorry for the long query, but I want to really give a shot to this option, but I don't want to lose to much time with it also.

    Leave a comment:


  • replied
    Maybe you'll have to wait for the april build?

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  • replied
    Same problem here, a friend of mine followed the Tuto with well-made meshes, and he got the same result as HavocInferno.

    See Screenshot :

    Leave a comment:


  • replied
    the meshes meet all these requirements, but is still doesn't work

    Leave a comment:


  • replied
    It means a wall that has a repeating (tileable) texture on it.

    Leave a comment:


  • replied
    I would like to download the models that show on the tutorial, i don't fully understand what do you mean by # A window or wall mesh that can be repeated.
    Why "StaticMesh'NEC_Walls.SM.Mesh.S_NEC_Walls_SM_Archw alls_01'" doesn't work?

    Leave a comment:


  • replied
    # A window or wall mesh that can be repeated
    # A corner mesh that matches the height of the window or wall mesh
    # A few storefront meshes
    # A top trim mesh that can be repeated
    # A corner mesh that matches the height of the trim mesh

    Each mesh should be created so that the pivot point is in the lower left corner of the mesh when facing it

    Alter it to fit your needs.

    Leave a comment:


  • replied
    Originally posted by Piranhi View Post
    :
    Havok, the meshes you're using don't really follow the guidelines for building a structure using ProcBuilding.
    Is there any way to know if SM follow the guidelines?

    Leave a comment:


  • replied
    @piranhi
    yes they do; the pivots are at the right places, they can be repeated, ... if it worked right, i should get a wall made of the wall meshes and corners, made of the corner meshes...the meshes meet the requirements...and i set every value right, but i only get that ****...i can send you the ruleset if u want

    Leave a comment:


  • replied
    Originally posted by Xendance View Post
    So, does anyone know if these are more efficient to render than if you'd do it with by hand? I saw that these things automatically get a low detail mesh.
    From what I've read, they're very optimized, at the lowest form of LoD they only require one draw call for the whole building, also:

    ProcBuildings make extensive use of the InstancedStaticMeshComponent. This component allows the engine to render many instances of the same mesh in one draw call, thus increasing vertex performance and reducing draw calls. The system will try to create one ISMC per Procbuilding 'group' per mesh, but this may not be possible due to the way that meshes are grouped onto lightmaps, or if different materials or lighting options are used. The INSTCOMPCOUNT console command in the editor will print in the log a histogram of instances-per-component.
    Havok, the meshes you're using don't really follow the guidelines for building a structure using ProcBuilding.

    Leave a comment:


  • replied
    $$%&$!%§$!/&$§$"§% !!!
    i set up the ruleset like you did in the tutorial, but everything i get is this:
    i don't know why...what's wrong?
    [SHOT]http://lh3.ggpht.com/_-3_qXEBCno8/S7sQNq8Z82I/AAAAAAAAAKA/LkQQ4qbdNpc/s1152/UDK%202010-04-06%2012-36-13-62.jpg[/SHOT]
    [SHOT]http://lh3.ggpht.com/_-3_qXEBCno8/S7sQOp7xHCI/AAAAAAAAAKE/ifgvdYLETGE/s1152/UDK%202010-04-06%2012-37-00-24.jpg[/SHOT]
    [SHOT]http://lh4.ggpht.com/_-3_qXEBCno8/S7sQPhGa_fI/AAAAAAAAAKI/2PdimfH5so0/s1152/UDK%202010-04-06%2012-37-12-53.jpg[/SHOT]

    Leave a comment:

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