Objects placed with particles

Objects placed with particles

Postby Anon » 22 Nov 2014, 06:49

What exactly is the exporter doing when it converts particles into library objects? Is it just using Blender's conversion feature and then treating the particle objects as it would any other library objects? Or is there some trick involved? I ask because I'm having some trouble getting some of my particles to face the right direction.
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Re: Objects placed with particles

Postby samuncle » 22 Nov 2014, 16:22

Can I see the map ? without testing it's difficult to tell what is wrong.

However with Cocoa Temple I proved that you can make a dense vegetation without killing too much the performances.
The current way particles work is very simple. They are just placed on the map. No animation nor complex setup. It's like if you make a linked copy by hand in blender except for placing many trees it's easier to do it with particles.

You can't just put 1000 trees in the map and hopping everything will work. If you look carefully at the track cocoa temple there is the area near the player with many trees and highly detailed vegetation
There is another area with less detailed stuff and more low poly trees.
Finally you have the distant object to add depth like pyramids in the background or giant trees.

You should to something similar. You can give to people the impression of something bigger even if there isn't that much.
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Re: Objects placed with particles

Postby Anon » 22 Nov 2014, 17:07

The blend file relies on 5 different custom library objects, each stored in 2 different directories (one for linking in the track, one for actually exporting to stk-assets). So yeah, it's not entirely practical to transfer the entire track just to debug it.

The thing with Green Valley is that it's inherently a very open track, so it might be harder to split the scene into low-poly and high-poly parts. So far, I've been trying to use the Unigine Valley approach, which seems to be to have the same models everywhere, but using LoD aggressively to make them higher poly near the player and minimal far away. It still needs some tweaking, but the track is playable for the most part.

Not that I'm denying what you're saying. Just explaining why I haven't taken your approach. If I end up trying to create a full remake of this track, however, I will do something like what you're suggesting.
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