PlaneShift
Gameplay => Wish list => Topic started by: nevarim on January 21, 2022, 02:47:38 pm
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is possible to use this king of material and physics with unreal?
https://www.youtube.com/watch?v=q66uIcjD8gI&ab_channel=RomanSmirnov
i have it collected from free of the month
https://www.unrealengine.com/marketplace/en-US/product/surface-trails-with-snow-deformation-example#:~:text=Surface%20trails%20system%20allows%20you,leaving%20deformation%20trails%20after%20them.&text=This%20product%20contains%20a%20full,Config%20files%2C%20Content%20files%20and%20.
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Looks nice. Since we have some trails in Legacy, I really hope we will hace them also in PS Unreal.
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That's UE5, but it's possible in UE4.
Dynamic Footprint System (https://youtu.be/9HlZ-6aFk1I?t=935)
O this. (https://www.youtube.com/watch?v=8AZWZ1xaA78)
Or this. (https://wacki.me/blog/2015/12/creating-sand-footprints-in-unreal-engine-4/)
If it's just decals it might work. There are more complicated versions that make actual footprints by deforming the ground, but that's likely too big a drain on resources to use.
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Now that is nice.
It can be extended to trails on certain kind of land, like for example when there is thick grass.
I believe for it too make sense, the server would need to record trails and let them fade out after a while. In addition to having the effect. I think that would be quite some work.
I really like the notion of this as it would mean that at least temporarily, characters leave a mark on the landscape.
But imagine a GM event where there would be real trails to follow some bad guy. That would be nice.