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speedtree udk box problem (Forums : Level Design : speedtree udk box problem) Locked
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Ronnie42
Ronnie42 God Of Destruction
Jul 1 2010 Anchor

hi there I've been making trees for my Unreal udk but everytime I attached the textures, etc... I notice that from a distance they always turn into box's so is there any way to turn the box thing off or allow the distance to prevent this happening till a further distance?

Edited by: Ronnie42

Aug 6 2010 Anchor

what it seems to me sounds like your running into the classic problem of relative textures.

well what i mean is the texture repeats.... making god ugly square blocks of textures.
here read this

Earthenrecords.com

Aug 6 2010 Anchor

By boxes do you mean giant squares that always face the player? If so disable the billboard setting...

Are you modeling them or using speedtree?

Aug 6 2010 Anchor

Does speed tree use lods, sounds like lods to me.

Aug 6 2010 Anchor

Yep, billboards are what they call/use for LODs in speedtree. They're on by default when you import a new speedtree actor.

Edited by: NGS616

Ronnie42
Ronnie42 God Of Destruction
Aug 7 2010 Anchor

i'm currently modeling them via speedtree then importing them into the udk, so far im getting squares at a distance in UDK, also is there anyway to avoid the billboards showing the square shapes when the player is at a distance from the tree?

also i wasn't refering to repititive textures, im guessing its the billboard thing that everyones talking about

Edited by: Ronnie42

Aug 7 2010 Anchor

ronnie42 wrote: there anyway to avoid the billboards showing the square shapes when the player is at a distance from the tree?


ngs616 wrote: If so disable the billboard setting...


ngs616 wrote: They're on by default.


Those two phrases would imply that you can. And of course, those squares are there for a reason!

There is two positive solutions to your problem here: You can create billboards for it to render onto the plane instead of the blank texture OR you could disable the billboards setting.

To create a billboard use the options in the speedtree exporter, create a material for it in the unreal editor, and apply the material to the billboards section where you apply the materials to your speedtree.

To disable the billboard from within the unreal engine; after you've placed a speedtree, open up its properties and open the "SpeedTree" section. unClick use billboards.
There is a way to disable the billboards while making the speedtree. I can't think of it off the top of my head though.

A negative solution you could do is create an invisible material by applying a 100% black texture with transparent or masked rendering. It'd be bad to have those squares being rendered if you can't see them, but this is a quick fix if you don't know what you're doing.

Edited by: NGS616

Ronnie42
Ronnie42 God Of Destruction
Aug 7 2010 Anchor

thanks the info, i found the billboard to disable it, was looking around for the lod thing, closest thing i could find was in textures but i can confirm it was clicking on the inserted tree that when i right clicked in the edit mode that disabling the billboard got rid of the square

also thanks everyone for the help :D

--

Doom compile project: link (Taking a break), original game's design project: link (Back to working on it)



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