Features:
- modular 5m grid based dungeon cave system
- free-form cave components to create arbitrary rooms and caves
- tessellation displacement world aligned seamless material system
- sculpting and editing of visual geometry utilizing vertex painting
- example light source with light function and visual Torch object (that reference a fire particle system modified version of the start content version)
Texture Sizes:
- 236 x 4096×4096 dungeon and cave textures
- 15 different sizes from 128 to 2048 sizes
Collision: Yes per-poly
Vertex Count: 200 to 20000
LODs: 4
Number of Meshes: 343
Number of Materials and Material Instances: 37
Number of Textures: 249
Supported Development Platforms: PC DX 11
Documentation: see overview, demonstration maps, and comments within materials
Important/Additional Notes: All components of this system have been highly optimized and the main material accomplishes all in 269 instructions. To optimize performance further the material system is only ramping up the tessellation value close to the camera. However it’s advised to have a latest generation graphics card that can utilize the tessellation feature without a performance impact. this pack features high end content please make sure that you have an appropriate system and graphics card ( Nvidia 970 or better )
If you have any questions feel free to write me an email support@maxstudios.eu or and discord
特征:
- 模块化5m网格地下城洞穴系统
- 自由形式的洞穴组件,以创建任意的房间和洞穴
- 曲面细分位移世界对齐无缝材料系统
- 利用顶点绘画雕刻和编辑视觉几何
- 具有光功能的示例光源和可视火炬对象(引用了开始内容版本的火粒子系统修改版本)
纹理尺寸:
- 236x4096x4096地牢和洞穴纹理
- 从128到2048尺寸的15种不同尺寸
碰撞:是per-poly
顶点数:200至20000
Lod:4
目数:343
材质和材质实例数:37
纹理数量:249
支持的开发平台:PC DX11
文档:请参阅材料中的概述、演示图和注释
重要/附加说明:该系统的所有组件都经过了高度优化,主要材料在269指令中完成。 为了进一步优化性能,材料系统只增加了接近相机的曲面细分值。 但是,建议使用最新一代的图形卡,该图形卡可以利用曲面细分功能而不会影响性能。 这个包的特点是高端内容请确保你有一个适当的系统和图形卡(Nvidia970或更好)
如果您有任何问题,请随时给我写一封电子邮件 support@maxstudios.eu 或及 不和谐
Video out of demonstration map
Modular dungeon and cave system which is based on a 5 m grid. The set is composed of 343 objects categorized into dungeon parts cave parts rocks and props. While cave parts are closed objects dungeon parts are actually open objects which just featured interior walls and are supposed to be assembled in a continuous flow of rooms. All objects utilize a special world aligned tessellation material system that creates a seamless highly detailed textured world. 237 textures are included which can be utilized as seed textures for the procedural material system. The material system features also the ability to use vertex painting in order to reshape the cave and objects as well as define where which texture should be additionally to the procedural placement displayed. This gives the level designer the ability to take those hundreds of base objects and create even more variations by sculpting additional details. There is a set of 26 preset material instances included as a demonstration of the capabilities and verity possibilities of the system. But of course, the true number of combinations of all those textures will result in thousands of usable combinations of them with unique looks.
The main use of this set is for high-end games which need closed caves and dungeons. It works well for RPG action shooter games as well as for exploration and horror settings.
模块化的地下城和洞穴系统是基于一个5米的网格. 该套装由343个物体组成,分为地牢部分、洞穴部分、岩石和道具. 虽然洞穴部分是封闭的物体,但地牢部分实际上是开放的物体,只是以内墙为特色,应该在连续的房间里组装。 所有对象都使用一个特殊的世界对齐镶嵌材料系统,创建一个无缝的高度详细的纹理世界。 包含237个纹理,可用作程序材质系统的种子纹理。 材质系统还具有使用顶点绘画的能力,以重塑洞穴和对象,以及定义哪个纹理应该附加到显示的程序位置。 这使关卡设计师能够采用数百个基本对象,并通过雕刻其他细节来创建更多变化。 有一组26个预设的材料实例包括作为演示的能力和真实性的可能性的系统。 当然,所有这些纹理的真实组合数量将导致数千种具有独特外观的可用组合。
该套装的主要用途是用于需要封闭洞穴和地下城的高端游戏。 它适用于RPG动作射击游戏以及探索和恐怖设置。
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