The new vegetation editor

#1
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

#5
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

#8

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

#9
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

#10
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.

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