_N_
30th May 2008, 11:15 PM
Hey, running into a what may be a small slip-up in the UT3 editor here. I've got some terrain with a few hills, and I wanted grass along the edges of the hills, so rather than spend several days hand-placing several thousand grass meshes and rotating them correctly, I used a DecoLayer and painted the grass onto the terrain, taking all of 20 minutes. Problem solved! :D
Well almost :(
Now, there's one last issue: While you can set Foliage layers to cull the meshes past a certain distance, and while you can set static meshes to cull after a certain distance, it looks like DecoLayers fell through the cracks! So far, I haven't found any way to cull decolayer static meshes meaning that these thousands of grass meshes are still rendered even if you're on the other side of the map :eek:.
I've looked around, but it looks kinda grim... Am I going to have to manually place thousands of grass meshes by hand just so that they can distance cull? Say it ain't so! :shake:
Well almost :(
Now, there's one last issue: While you can set Foliage layers to cull the meshes past a certain distance, and while you can set static meshes to cull after a certain distance, it looks like DecoLayers fell through the cracks! So far, I haven't found any way to cull decolayer static meshes meaning that these thousands of grass meshes are still rendered even if you're on the other side of the map :eek:.
I've looked around, but it looks kinda grim... Am I going to have to manually place thousands of grass meshes by hand just so that they can distance cull? Say it ain't so! :shake: