Does anyone know if the RO version of the Unreal Ed allows for shader based static mesh movemet? I'm posting this here since the solution would most likely be a material based one rather than 3D or animation based. What comes to mind is the birch tree mesh in Baksan Valley which uses an oscillating texture on its limbs to simulate movement in the wind.
I'm wondering if the same approach could be applied to the textures on other foilage meshes including the deco layers.
The reason I bring this up is that I just bought BiA the other day (I know...traitor and blasphemer, that I am) and was looking at how all of the vegetation was swaying in the wind, including the grass textures and the ivy on the hedgerows. Delving into the SDK a bit more, I saw that GearBox had modified the editor to work with special shaders, including coding that affected hardware.
Barring any anything like that happening in this version of RO (maybe we'll get lucky with the Unreal 3.0 version of RO ), perhaps there's a more pedestrian solution that could be employed such as the example mentioned above from Baksan.
If so, maybe one of the TWI developers could respond to this thread with any thoughts, comments, or ideas.
Thanks!
I'm wondering if the same approach could be applied to the textures on other foilage meshes including the deco layers.
The reason I bring this up is that I just bought BiA the other day (I know...traitor and blasphemer, that I am) and was looking at how all of the vegetation was swaying in the wind, including the grass textures and the ivy on the hedgerows. Delving into the SDK a bit more, I saw that GearBox had modified the editor to work with special shaders, including coding that affected hardware.
Barring any anything like that happening in this version of RO (maybe we'll get lucky with the Unreal 3.0 version of RO ), perhaps there's a more pedestrian solution that could be employed such as the example mentioned above from Baksan.
If so, maybe one of the TWI developers could respond to this thread with any thoughts, comments, or ideas.
Thanks!