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[SOLVED] Build Tool and Landscape Layer Map textures


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We have projects that use quite a large number of landscape layer maps.

These are currently configured to use "Assets" as the data sources, with the textures situated in the data path next to where the lmap files are generated, and are set with compression enabled. 

Once the lmap files are generated, is this all that is needed at runtime (i.e. these files contain all the necessary data from these linked assets)?

When we use the build tool to package up a final build using the "Delete Unused Assets" flag, how should this interact with the landscape layer map assets?

We currently see all of the height, masks and albedo textures being copied into the build folder, which is a considerable amount of data and disk usage for our worlds. 

Are these needed for runtime for any particular reason or are these copied just in case?

Is there any way to control whether these get copied over?

Cheers,

Chris

EDIT: We are using Unigine 2.18.1, the texture assets are "unchanged" .dds files 

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Hello!

1 hour ago, chris.dyer said:

We currently see all of the height, masks and albedo textures being copied into the build folder, which is a considerable amount of data and disk usage for our worlds. 

Chris, actually there is not much you can do regarding the build tool setup; this needs to be addressed on our end. However, since those files are only required at the reimport stage in the editor you can safely delete them from the final build as the LandscapeLayerMap itself already contains all the necessary data required for the build.

Could this serve as a temporary solution for you until the release of SDK 2.19?

Thanks!

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Thankyou for the speedy response!

It's good to know we can safely ignore these files, we will remove them as part of our separate release process for now (when we package the Unigine output along with additional software).

Obviously the less special cases we have to know about and handle ourselves the better, so good to know that we can expect the build tool to be improved in the coming version :)

Cheers,
Chris

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10 minutes ago, chris.dyer said:

Thankyou for the speedy response!

It's good to know we can safely ignore these files, we will remove them as part of our separate release process for now (when we package the Unigine output along with additional software).

Obviously the less special cases we have to know about and handle ourselves the better, so good to know that we can expect the build tool to be improved in the coming version :)

Cheers,
Chris

You're welcome!

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  • bmyagkov changed the title to [SOLVED] Build Tool and Landscape Layer Map textures
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