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Trees: no colliders, varying LOD-distance per tree type + grass incorrect UVW


MehJeb

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I suppose I unify trees and grass polygons bugs in one post:

 

1. Trees- don't have a collider you can go through them without collision (why not spawn a simple box collider the size of tree trunk - it is dirt-cheap in terms of cpu load)?!

lp_04.jpg

lp_04b.jpg

 

2. Tree LODs - are configured per tree type resulting in incorrect LOD-up LOD-down behavior seen in the screenshot below: a more distant tree object has its LOD-up object already rendered while those in the middle have not yet distance-triggered LOD-up and are lower LOD:

lp_05.jpg

 

3. Grass polygons incorrect UVW - all over KSC area, needs 1 planar map from Z axis with unified scale\repeat and that's it:

lp_04c.jpg

lp_07flag.jpg

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