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The new vegetation editor

Posted: Fri Mar 03, 2017 9:22 am
by squall_dk
Ive been doing level design in Cryengine for 5 years now. We currently have 200.000 pieces of vegetation in our level. During those 5 years I have been using features like "hold shift" to copy vegetation instead of having to paint it (which is much less precise) hundres of times a week.

Why did you choose to remove a feature like that?

Also, you cant no longer select a piece of vegetation and then afterwards press "paint" in order to paint with it. The stats of that piece of vegetation are not appearing either when you select it.... But if you hold alt and click on an empty spot, the stats are shown.

Basically there are no improvements with the vegetation editor. The well functioning good features has simply been cut away for no reason whatsoever.

This is frustrating, especially since I make games for a living..

Re: The new vegetation editor

Posted: Fri Mar 03, 2017 10:29 am
by cinnabear
Yes, i noticed this as well. I hope they will eventually put back some of the old convenient features.

Re: The new vegetation editor

Posted: Fri Mar 03, 2017 11:11 am
by cry-kane
I've fed your feedback into the system - thanks :D

Re: The new vegetation editor

Posted: Wed Mar 08, 2017 9:07 pm
by squall_dk
Super. It also seems that you can't see the "helper" on each piece of vegetation when holding down spacebar, when you are in draw-mode. I use this alot, especially when drawing by deleting.

Re: The new vegetation editor

Posted: Fri Mar 10, 2017 11:57 pm
by ruckarucka
Hi Squall, this is kind off topic but since you seem experienced with vegetation, I wanted to ask: What is the best (highest performance) method to distribute moderately dense grass over the entire terrain? I'm currently struggling to optimize grass performance. I used the procedural option (use on terrain layers) but it drops performance wayy too much. I used automerge but it's a pain to paint automerged grass over 64 KM^2. Is there anyway to quickly populate the entire terrain with automerged vegetation?

Re: The new vegetation editor

Posted: Sun Mar 12, 2017 2:27 am
by enes77
@ruckarucka: You can select your grass with full range (radius), click automerged and random rotation if you want and modify density to e.g. 15. Then start placing and there you go.

Re: The new vegetation editor

Posted: Mon Mar 13, 2017 9:35 pm
by ruckarucka
@enes77 that's what I am currently doing but my landscape is sooo large that it still take a long time that way.

Re: The new vegetation editor

Posted: Tue Mar 14, 2017 11:17 am
by trustyjam

Also, you cant no longer select a piece of vegetation and then afterwards press "paint" in order to paint with it. The stats of that piece of vegetation are not appearing either when you select it.... But if you hold alt and click on an empty spot, the stats are shown.
Holding ctrl while clicking on a vegetation object will select it in the vegetation tool. Once selected, control is also the key to press while you left click if you wish to place a selected vegetation object manually instead of painting - you just need to select paint first. :)

- Trusty

Re: The new vegetation editor

Posted: Wed Mar 15, 2017 9:42 am
by squall_dk
Thanks Trusty - this helped as a bit of a workaround for copying!

Also, have you seen if you press ctrl+alt - that places only one piece of veg, no matter the brush size :)

ruckarucka - do you have high poly grass, maybe thats why? Remember, that you should set the MaxViewDist to around between 0.1 and 0.5. players should not be able to see grass from a far distance, this is probably why your framrate drops.. We have 45.000 pieces of grass in our level, without big framedrops.

Personally i would not use the generic generation, unless the aesthetics of the area is not important or if the area is in the distance. also, how come you have such a giant map? ;)

Re: The new vegetation editor

Posted: Fri Mar 17, 2017 9:54 pm
by ruckarucka
hi squall. I have a big map because I wanted to actually use the 8kx8k heightmap added in CEV to see if I could make a full open world. I currently have 3 million instances of auto merged grass with 2 poly's per instance nd a view distance of .2. I'm getting 35-40 fps@900p but I need to hit 60 @900p. The grass doesn't even cast shadows, so I don't see why it's so hard on the GPU.