Would be great to see how to setup swimming and then also how to setup a cove that has low waves while the ocean has larger waves which I believe the new system can do @@officialpaperplanesgame
I show the ocean wave flattening a bit at the beginning of the foliage pt 2 video. I will set up swimming in the new series once we get there. Will be a few more videos before that point. :) @@dozie611
Excellent stuff, the coastline of my map looks great now with the ocean set up correctly. 😁 Thanks! There appears to be no "Bake SDF" button now, but it all worked perfectly anyway.
The ones I am using are from the brushify system. You can create your own. I just use these because they're already set in the brushify materials for rvt blending.
Ah damn, it looks like RVTs do not work with nanite :( I created a new map with just Brushify and Oceanology. Enabled nanite (as per the official Brushify video on this), then implemented RVTs, then after enabling virtual textures in the project settings, the textures on the mountains in the distance were covered in holes. Tons upon tons of holes. The landscape nearby was perfectly fine. This was not the case with my actual game's project. After doing the above in the game's project, the entire landscape had holes, and going in game the landscape texture became transparent. In the new project, it's only the distant textures that are covered in holes. It's like very other quad is a hole.
I haven’t gotten access to the documentation yet, does anyone know what I need to do after placing the oceanology manager and the ocean itself? It’s working but RVT isn’t capturing a height map so it’s giving me an invalid draw scale error upon map check.
Hi, good tut.. I setup per the video using Brushify, but when you said the landscape could go black, mine did. Not sure I missed anything (MI_Landscape_4081) - would nanite actors cause this?
No, it will go black until you add the shared layer info. After adding the material to the level. Go to the top left and change from selection mode to landscape mode. Then go the the paint tab. At the bottom you will see a list of your textures. To the right of each material there's a little plus icon. Click that to add a shared layer ifno file. All should be weighted except the last one in the list (Remove procedural) should be set to non-weighted blend to work. Hope that helps you out! You can find me on discord as PaperPlane if you need more help.
They update Oceanology very often, it seems! And with significant changes each time. I must admit, I came very close to refunding just 2 days after buying, but your guides prevented the need to do that. Oceanology and Riverology official guides are pretty bad (mega understatement). Beyond excellent tools, uber shite guides. If they were as skilled at documentation as they are at development, their guides would be top notch. You have made their tools actually worth buying. IDEA: Up to date video (or series) on putting together a map that includes (Oceanology) ocean, (Oceanology and/or Riverology) lakes, and (Riverology) rivers, plus the other plugins you use (Brushify, Ultra Dynamic Sky, etc.). Of course, this might already exist and I am just being blind, lol
For sure. And thanks. Yes I do want to do another update pretty soon. Kinda waiting for a slow down on updates atm as they have significant changes so it's hard to keep up. I have been a little slow on video updates atm. I have a team working round the clock on my games that are coming up soon. And next week I have surgery. So I will try to get a few videos out before then because I may be unavailable for a few weeks afterwards.
Quick question. I am working on a game that has few smaller landscapes on the same level. It is not one huge landscape. I did this because they are far apart. I set the Oceanology RVT on one of the landscapes? How do I go about setting it for the others? Coz when i try on the second foam gets all messed up.
Not sure if you can with the manager for oceanology but, I am not sure. Have you thought about level streaming or just one large landscape with only the areas you need protruding out of the water?
@@officialpaperplanesgame Meh I tried with sublevel streaming and it is a mess. The water sometimes will freeze and it will disappear. Coz you need to use Infinite Ocean in each sublevel because for each landscape it can take only 1 RVT map. My idea was to use smaller landscapes coz they are way apart.. did not want to make a huge landscape. Event the biggest one ain't so big for me ( sailing game ). I tried the open world map. Maybe a huge level but with level pattrition it can be manageable but it seems for the bounds of the RVT it selects only 1 piece of the landscape o.O one Landscape Streaming Proxy. Well thank you anyway for giving few ideas :D If you have some free time sometimes you can make a video with Oceanology and WP on a big map and see how it goes. Anyway you still working on the survival game? Coz I saw the paper plane teaser. Or you doing 2 projects at once?
@@borisaceski6401 Yeah I think Big landscape is the best way to go. Just leave the underwater with not many assets it shouldn't be bad performance wise.
@@officialpaperplanesgame Anyway have you ever run in to a problem with Oceanology when the RVT_Heightmap disapears after you reopen the level? Seems maybe this is on my end coz this happens on every map. Maybe needs fresh install -.- god damn it