I tried scaling it up 10x in the Speedtree editor and ran into crazy funky issues with wind effects / animation. 1 Checklist 2 Modeler 2.1 Organization 2.2 Trunk and Branch Geometry 2.3 Foliage Normals 2.4 LODs 2.5 Collision 2.6 Wind 2.7 SpeedTree Compiler 3 Unreal Editor 3.1 StaticMesh Settings 3.2 Material Editor 3. I have to scale it up 10x in UDK for it to look right. I have a question - do you have to scale your trees up in the editor? When I use the size scalar of 1.0 for my tree in the speedtree editor, importing it to UDK makes it smaller than a tiny bush. I also have no collision, hadn't tackled that issue yet but its good to hear it's done in speedtree. So far I've not run into terribly serious performance issues despite this, and my map is pretty large. I don't generate billboards when I compile because as you say they look pretty bad. They are standalone tools (find them by going to start menu -> udk -> tools) but there is also a speed tree editor inside UnrealEd itself, although all you really use it for is to apply materials. Speedtree editor and compiler are both packaged as tools within UDK. Vilham wrote:wait the udk has the actual editor?
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